메뉴 건너뛰기




Volumn 1, Issue , 2013, Pages 140-148

The design and evaluation of a multiplayer serious game for pharmacy students

Author keywords

Educational games; Mobile learning; Multiplayer game; Pharmacy students; Serious games; Web game

Indexed keywords

EDUCATIONAL GAME; MOBILE LEARNING; MULTIPLAYER GAMES; SERIOUS GAMES; WEB GAME;

EID: 84893683763     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: None     Document Type: Conference Paper
Times cited : (10)

References (16)
  • 1
    • 76249106080 scopus 로고    scopus 로고
    • The effect of educational games on medical students' learning outcomes: A systematic review
    • Akl Elie A., Pretorius Richard W., Erdley Scott W., and others (2010), "The effect of educational games on medical students' learning outcomes: A systematic review", Medical Teacher Vol.32
    • (2010) Medical Teacher , vol.32
    • Akl Elie, A.1    Pretorius Richard, W.2    Erdley Scott, W.3
  • 2
    • 84864039735 scopus 로고    scopus 로고
    • Are heavy users of computer games and social media more computer literate?
    • Appel Markus (2012), "Are heavy users of computer games and social media more computer literate?", Computers & Education Vol.59
    • (2012) Computers & Education , vol.59
    • Markus, A.1
  • 4
    • 68949086412 scopus 로고    scopus 로고
    • A review of research methodologies used in studies on mobile handheld devices in K-12 and higher education settings
    • Chueng W.S., Hew K.F. (2009), "A review of research methodologies used in studies on mobile handheld devices in K-12 and higher education settings", Australasian Journal of Educational Technology
    • (2009) Australasian Journal of Educational Technology
    • Chueng, W.S.1    Hew, K.F.2
  • 5
    • 84869501794 scopus 로고    scopus 로고
    • Gender divide and acceptance of collaborative Web 2.0 applications for learning in higher education
    • Huang, W.-H.D., Hood, D.W., Yoo, S.J. (2013), "Gender divide and acceptance of collaborative Web 2.0 applications for learning in higher education", The Internet and Higher Education Vol.16
    • (2013) The Internet and Higher Education , vol.16
    • Huang, W.-H.D.1    Hood, D.W.2    Yoo, S.J.3
  • 6
    • 84255188390 scopus 로고    scopus 로고
    • Advancements and trends in digital game-based learning research: a review of publications in selected journals from 2001 to 2010
    • Hwang Gwo-Jen,Wu Po-Han (2012), "Advancements and trends in digital game-based learning research: a review of publications in selected journals from 2001 to 2010", British Journal of Educational Technology Vol.43
    • (2012) British Journal of Educational Technology , vol.43
    • Gwo-Jen, H.1    Po-Han, W.2
  • 8
    • 84893641567 scopus 로고    scopus 로고
    • Gender differences in cognitive load and competition anxiety affect 6th grade students' attitude toward playing and intention to play at a sequential or synchronous game
    • Hwang Ming-Yueh, Hong Jon-Chao, Cheng Hao-Yueh, Peng Yu-Chi, Wu Nien-Chen (2012), "Gender differences in cognitive load and competition anxiety affect 6th grade students' attitude toward playing and intention to play at a sequential or synchronous game", Computers & Education Vol.60
    • (2012) Computers & Education , vol.60
    • Ming-Yueh, H.1    Jon-Chao, H.2    Hao-Yueh, C.3    Yu-Chi, P.4    Nien-Chen, W.5
  • 9
    • 77954961432 scopus 로고    scopus 로고
    • Measuring the Information Society - Executive Summary
    • International Telecommunication Union
    • International Telecommunication Union (2012) "Measuring the Information Society - Executive Summary", available at: http://www.itu.int/ITU-D/ict/publications/idi/material/2012/MIS2012-ExecSum-E.pdf
    • (2012)
  • 10
    • 84862892253 scopus 로고    scopus 로고
    • Games,Gamification, And The Quest For Learner Engagement
    • T+D
    • Kapp Karl (2012), "Games,Gamification, And The Quest For Learner Engagement", T+D Vol.66
    • (2012) , vol.66
    • Karl, K.1
  • 11
    • 84930475471 scopus 로고    scopus 로고
    • Avoiding internet addiction when integrating digital games into teaching
    • Liu, E.Z.F (2011),"Avoiding internet addiction when integrating digital games into teaching", Social Behaviour and Personality Vol.39
    • (2011) Social Behaviour and Personality , vol.39
    • Liu, E.Z.F.1
  • 14
    • 81855201727 scopus 로고    scopus 로고
    • Risky business or sharing the load? - Social flow in collaborative mobile learning
    • Ryu H., Parsons D. (2012),"Risky business or sharing the load? - Social flow in collaborative mobile learning", Computers & Education Vol.58
    • (2012) Computers & Education , vol.58
    • Ryu, H.1    Parsons, D.2
  • 15
    • 84864063735 scopus 로고    scopus 로고
    • Re-exploring game-assisted learning research: The perspective of learning theoretical bases
    • Wu W.-H., Chiou W.-B., Kao H.-Y. , Alex Hu C.-H., Huang S.-H. (2012), "Re-exploring game-assisted learning research: The perspective of learning theoretical bases", Computers & Education Vol.59
    • (2012) Computers & Education , vol.59
    • Wu, W.-H.1    Chiou, W.-B.2    Kao, H.-Y.3    Alex Hu, C.-H.4    Huang, S.-H.5


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.