-
1
-
-
85014726651
-
Anxiety awareness in education: A prototype biofeedback device
-
In, New York, Springer
-
Apostolidis, H., Stylianidis, P., & Tsiatsos, T. (2014). Anxiety awareness in education: A prototype biofeedback device. In Research on e-Learning and ICT in Education (pp. 277–285). New York: Springer.
-
(2014)
Research on e-Learning and ICT in Education
, pp. 277-285
-
-
Apostolidis, H.1
Stylianidis, P.2
Tsiatsos, T.3
-
2
-
-
0023020183
-
The moderator–mediator variable distinction in social psychological research: Conceptual, strategic, and statistical considerations
-
Baron, R. M., & Kenny, D. A. (1986). The moderator–mediator variable distinction in social psychological research: Conceptual, strategic, and statistical considerations. Journal of Personality and Social Psychology, 51, 1173.
-
(1986)
Journal of Personality and Social Psychology
, vol.51
, pp. 1173
-
-
Baron, R.M.1
Kenny, D.A.2
-
3
-
-
84883509034
-
Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences
-
Barzilai, S., & Blau, I. (2014). Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences. Computers & Education, 70, 65–79.
-
(2014)
Computers & Education
, vol.70
, pp. 65-79
-
-
Barzilai, S.1
Blau, I.2
-
6
-
-
81855218017
-
Embedding game-based problem-solving phase into problem-posing system for mathematics learning
-
Chang, K. E., Wu, L. J., Weng, S. E., & Sung, Y. T. (2012). Embedding game-based problem-solving phase into problem-posing system for mathematics learning. Computers & Education, 58, 775–786.
-
(2012)
Computers & Education
, vol.58
, pp. 775-786
-
-
Chang, K.E.1
Wu, L.J.2
Weng, S.E.3
Sung, Y.T.4
-
8
-
-
34247732721
-
Grounded theory research: Procedures, canons, and evaluative criteria
-
Corbin, J. M., & Strauss, A. (1990). Grounded theory research: Procedures, canons, and evaluative criteria. Qualitative Sociology, 13(1), 3–21.
-
(1990)
Qualitative Sociology
, vol.13
, Issue.1
, pp. 3-21
-
-
Corbin, J.M.1
Strauss, A.2
-
9
-
-
58149260140
-
Immersive interfaces for engagement and learning
-
Dede, C. (2009). Immersive interfaces for engagement and learning. Science, 323, 66–69.
-
(2009)
Science
, vol.323
, pp. 66-69
-
-
Dede, C.1
-
10
-
-
57849109806
-
The use of ‘exploratory learning’ for supporting immersive learning in virtual environments
-
De Freitas, S., & Neumann, T. (2009). The use of ‘exploratory learning’ for supporting immersive learning in virtual environments. Computers & Education, 52, 343–352.
-
(2009)
Computers & Education
, vol.52
, pp. 343-352
-
-
De Freitas, S.1
Neumann, T.2
-
11
-
-
0002504268
-
Worry and emotionality in test anxiety
-
In, I. G. Sarason, (Ed.),, Hillsdale, NJ, Erlbaum
-
Deffenbacher, J. L. (1980). Worry and emotionality in test anxiety. In I. G. Sarason (Ed.), Test anxiety: Theory, research, and applications (pp. 111–124). Hillsdale, NJ: Erlbaum.
-
(1980)
Test anxiety: Theory, research, and applications
, pp. 111-124
-
-
Deffenbacher, J.L.1
-
12
-
-
84873847147
-
Gamifying learning experiences: Practical implications and outcomes
-
Domínguez, A., Saenz-de-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J. J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380–392.
-
(2013)
Computers & Education
, vol.63
, pp. 380-392
-
-
Domínguez, A.1
Saenz-de-Navarrete, J.2
De-Marcos, L.3
Fernández-Sanz, L.4
Pagés, C.5
Martínez-Herráiz, J.J.6
-
13
-
-
84868238210
-
Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning
-
Faiola, A., Newlon, C., Pfaff, M., & Smyslova, O. (2013). Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning. Computers in Human Behavior, 29, 1113–1121.
-
(2013)
Computers in Human Behavior
, vol.29
, pp. 1113-1121
-
-
Faiola, A.1
Newlon, C.2
Pfaff, M.3
Smyslova, O.4
-
14
-
-
84874503079
-
-
In, The African Symposium, (, 2,)
-
Faleye, B. A. (2010). Cognitive test anxiety and learning outcomes of selected undergraduate students. In The African Symposium (Vol. 10, No. 2, pp. 69-74).
-
(2010)
Cognitive test anxiety and learning outcomes of selected undergraduate students
, vol.10
, pp. 69-74
-
-
Faleye, B.A.1
-
16
-
-
33748540997
-
What video games have to teach us about learning and literacy
-
Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment (CIE), 1(1), 20–20.
-
(2003)
Computers in Entertainment (CIE)
, vol.1
, Issue.1
, pp. 20
-
-
Gee, J.P.1
-
18
-
-
84925482646
-
Virtual 3D tour of the Neogene palaeontological heritage of Huelva (Guadalquivir Basin, Spain)
-
González-Delgado, J. A., Martínez-Graña, A. M., Civis, J., Sierro, F. J., Goy, J. L., Dabrio, C. J., … Abad, M. (2015). Virtual 3D tour of the Neogene palaeontological heritage of Huelva (Guadalquivir Basin, Spain). Environmental Earth Sciences, 73, 4609–4618.
-
(2015)
Environmental Earth Sciences
, vol.73
, pp. 4609-4618
-
-
González-Delgado, J.A.1
Martínez-Graña, A.M.2
Civis, J.3
Sierro, F.J.4
Goy, J.L.5
Dabrio, C.J.6
Abad, M.7
-
19
-
-
84855706352
-
Correlates, causes, effects, and treatment of test anxiety
-
Hembree, R. (1988). Correlates, causes, effects, and treatment of test anxiety. Review of Educational Research, 58(1), 47–77.
-
(1988)
Review of Educational Research
, vol.58
, Issue.1
, pp. 47-77
-
-
Hembree, R.1
-
21
-
-
84964349275
-
Effects of digital game-based learning on students' self-efficacy, motivation, anxiety, and achievements in learning mathematics
-
Hung, C. M., Huang, I., & Hwang, G. J. (2014). Effects of digital game-based learning on students' self-efficacy, motivation, anxiety, and achievements in learning mathematics. Journal of Computers in Education, 1, 151–166.
-
(2014)
Journal of Computers in Education
, vol.1
, pp. 151-166
-
-
Hung, C.M.1
Huang, I.2
Hwang, G.J.3
-
22
-
-
84862698812
-
Scoop!: A movement-based math game designed to reduce math anxiety
-
In, New York, ACM
-
Isbister, K., Karlesky, M., Frye, J., & Rao, R. (2012). Scoop!: A movement-based math game designed to reduce math anxiety. In CHI '12 extended abstracts on human factors in computing systems (pp. 1075–1078). New York: ACM.
-
(2012)
CHI '12 extended abstracts on human factors in computing systems
, pp. 1075-1078
-
-
Isbister, K.1
Karlesky, M.2
Frye, J.3
Rao, R.4
-
23
-
-
47549099955
-
Measuring and defining the experience of immersion in games
-
Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., & Walton, A. (2008). Measuring and defining the experience of immersion in games. International Journal of Human-Computer Studies, 66, 641–661.
-
(2008)
International Journal of Human-Computer Studies
, vol.66
, pp. 641-661
-
-
Jennett, C.1
Cox, A.L.2
Cairns, P.3
Dhoparee, S.4
Epps, A.5
Tijs, T.6
Walton, A.7
-
25
-
-
33751179311
-
Playing and making games for learning instructionist and constructionist perspectives for game studies
-
Kafai, Y. B. (2006). Playing and making games for learning instructionist and constructionist perspectives for game studies. Games and culture, 1(1), 36–40.
-
(2006)
Games and culture
, vol.1
, Issue.1
, pp. 36-40
-
-
Kafai, Y.B.1
-
27
-
-
77953233297
-
The effects of modern mathematics computer games on mathematics achievement and class motivation
-
Kebritchi, M., Hirumi, A., & Bai, H. (2010). The effects of modern mathematics computer games on mathematics achievement and class motivation. Computers & Education, 55, 427–443.
-
(2010)
Computers & Education
, vol.55
, pp. 427-443
-
-
Kebritchi, M.1
Hirumi, A.2
Bai, H.3
-
28
-
-
0033103516
-
Using a single-subject design to assess the development of anxiety in humans
-
Lejuez, C. W., Zvolensky, M. J., & Eifert, G. H. (1999). Using a single-subject design to assess the development of anxiety in humans. Journal of Behavior Therapy and Experimental Psychiatry, 30(1), 15–20.
-
(1999)
Journal of Behavior Therapy and Experimental Psychiatry
, vol.30
, Issue.1
, pp. 15-20
-
-
Lejuez, C.W.1
Zvolensky, M.J.2
Eifert, G.H.3
-
29
-
-
0014096507
-
Cognitive and emotional components of test anxiety: A distinction and some initial data
-
Liebert, R. M., & Morris, L. W. (1967). Cognitive and emotional components of test anxiety: A distinction and some initial data. Psychological Reports, 20, 975–978.
-
(1967)
Psychological Reports
, vol.20
, pp. 975-978
-
-
Liebert, R.M.1
Morris, L.W.2
-
30
-
-
60849123429
-
Whither cognitive bias modification research? Commentary on the special section articles
-
MacLeod, C., Koster, E. H., & Fox, E. (2009). Whither cognitive bias modification research? Commentary on the special section articles. Journal of Abnormal Psychology, 118(1), 89.
-
(2009)
Journal of Abnormal Psychology
, vol.118
, Issue.1
, pp. 89
-
-
MacLeod, C.1
Koster, E.H.2
Fox, E.3
-
31
-
-
77955556942
-
What makes things fun to learn? A study of intrinsically motivating computer games
-
Malone, T. W. (1981). What makes things fun to learn? A study of intrinsically motivating computer games. Pipeline, 6(2), 50.
-
(1981)
Pipeline
, vol.6
, Issue.2
, pp. 50
-
-
Malone, T.W.1
-
32
-
-
84921060373
-
3D virtual itinerary for education using Google Earth as a tool for the recovery of the Geological Heritage of Natural áreas: application in the “Las Batuecas Valley” Nature Park (Salamanca, Spain)
-
Martínez-Graña, A. M., González-Delgado, J., Pallarés, S., Goy, J. L., & Llovera, J. C. (2014). 3D virtual itinerary for education using Google Earth as a tool for the recovery of the Geological Heritage of Natural áreas: application in the “Las Batuecas Valley” Nature Park (Salamanca, Spain). Sustainability, 6, 8567–8591.
-
(2014)
Sustainability
, vol.6
, pp. 8567-8591
-
-
Martínez-Graña, A.M.1
González-Delgado, J.2
Pallarés, S.3
Goy, J.L.4
Llovera, J.C.5
-
33
-
-
84929962585
-
2D to 3D geologic mapping transformation using virtual globes and flight simulators and their applications in the analysis of geodiversity in natural areas
-
Martinez-Grana, A. M., Goy, J. L., & Cimarra, C. (2015). 2D to 3D geologic mapping transformation using virtual globes and flight simulators and their applications in the analysis of geodiversity in natural areas. Environmental Earth Sciences, 73, 8023–8034.
-
(2015)
Environmental Earth Sciences
, vol.73
, pp. 8023-8034
-
-
Martinez-Grana, A.M.1
Goy, J.L.2
Cimarra, C.3
-
34
-
-
84945179811
-
Gamified Assessment supported by a dynamic 3D collaborative game
-
Mavridis, A., Tsiatsos, T., Chatzakis, M., Kitsikoudis, K., & Lazarou, E. (2015). Gamified Assessment supported by a dynamic 3D collaborative game. International Journal of Game-Based Learning (IJGBL), 5(2), 39–54.
-
(2015)
International Journal of Game-Based Learning (IJGBL)
, vol.5
, Issue.2
, pp. 39-54
-
-
Mavridis, A.1
Tsiatsos, T.2
Chatzakis, M.3
Kitsikoudis, K.4
Lazarou, E.5
-
35
-
-
84949444740
-
Psychometrics and game-based assessment
-
In, F. Drasgow, (Ed.),, New York, Routledge
-
Mislevy, R. J., Corrigan, S., Oranje, A., DiCerbo, K., Bauer, M. I., von Davier, A., & John, M. (2015). Psychometrics and game-based assessment. In F. Drasgow (Ed.), Technology and Testing: Improving Educational and Psychological Measurement, (pp. 23–48). New York: Routledge.
-
(2015)
Technology and Testing: Improving Educational and Psychological Measurement
, pp. 23-48
-
-
Mislevy, R.J.1
Corrigan, S.2
Oranje, A.3
DiCerbo, K.4
Bauer, M.I.5
von Davier, A.6
John, M.7
-
37
-
-
77956591825
-
Cybertext redux: Using digital game-based learning to teach L2 vocabulary, reading, and culture
-
Neville, D. O., Shelton, B. E., & McInnis, B. (2009). Cybertext redux: Using digital game-based learning to teach L2 vocabulary, reading, and culture. Computer Assisted Language Learning, 22, 409–424.
-
(2009)
Computer Assisted Language Learning
, vol.22
, pp. 409-424
-
-
Neville, D.O.1
Shelton, B.E.2
McInnis, B.3
-
38
-
-
29144492138
-
The next generation of educational engagement
-
Special Issue on the Educational Semantic Web
-
Oblinger, D. (2004). The next generation of educational engagement. Journal of Interactive Media in Education, 2004(8) Special Issue on the Educational Semantic Web, 1–18.
-
(2004)
Journal of Interactive Media in Education
, vol.2004
, Issue.8
, pp. 1-18
-
-
Oblinger, D.1
-
39
-
-
33846001593
-
Fun, play and games: What makes games engaging
-
In, M. Prensky, (Ed.),, New York, McGraw-Hill
-
Prensky, M. (2001). Fun, play and games: What makes games engaging. In M. Prensky (Ed.), Digital game-based learning (pp. 106–145). New York: McGraw-Hill.
-
(2001)
Digital game-based learning
, pp. 106-145
-
-
Prensky, M.1
-
40
-
-
79959674569
-
Mediation analysis in social psychology: Current practices and new recommendations
-
Rucker, D. D., Preacher, K. J., Tormala, Z. L., & Petty, R. E. (2011). Mediation analysis in social psychology: Current practices and new recommendations. Social and Personality Psychology Compass, 5, 359–371.
-
(2011)
Social and Personality Psychology Compass
, vol.5
, pp. 359-371
-
-
Rucker, D.D.1
Preacher, K.J.2
Tormala, Z.L.3
Petty, R.E.4
-
41
-
-
38949123619
-
Arousal of flow experience in a learning setting and its effects on exam performance and affect
-
Schüler, J. (2007). Arousal of flow experience in a learning setting and its effects on exam performance and affect. Zeitschrift für Pädagogische Psychologie, 21, 217–227.
-
(2007)
Zeitschrift für Pädagogische Psychologie
, vol.21
, pp. 217-227
-
-
Schüler, J.1
-
42
-
-
84938581384
-
Game-based assessment and the effect on test anxiety: A case study
-
Academic Conferences International Limited
-
Smits, J., & Charlier, N. (2011). Game-based assessment and the effect on test anxiety: A case study. In European Conference on Games Based Learning (p. 562). Academic Conferences International Limited.
-
(2011)
European Conference on Games Based Learning
, pp. 562
-
-
Smits, J.1
Charlier, N.2
-
44
-
-
2942625049
-
Cultural framing of computer/video games
-
Squire, K. (2002). Cultural framing of computer/video games. Game studies, 2(1), 1–13.
-
(2002)
Game studies
, vol.2
, Issue.1
, pp. 1-13
-
-
Squire, K.1
-
45
-
-
84880072051
-
3D game-based learning system for improving learning achievement in software engineering curriculum
-
Su, C. H., & Cheng, C. H. (2013). 3D game-based learning system for improving learning achievement in software engineering curriculum. Turkish Online Journal of Educational Technology-TOJET, 12(2), 1–12.
-
(2013)
Turkish Online Journal of Educational Technology-TOJET
, vol.12
, Issue.2
, pp. 1-12
-
-
Su, C.H.1
Cheng, C.H.2
-
46
-
-
33751513124
-
Digital game-based learning: It's not just the digital natives who are restless
-
Van Eck, R. (2006). Digital game-based learning: It's not just the digital natives who are restless. Educause Review, 41(2), 16.
-
(2006)
Educause Review
, vol.41
, Issue.2
, pp. 16
-
-
Van Eck, R.1
-
47
-
-
48549097551
-
Web-based quiz-game-like formative assessment: Development and evaluation
-
Wang, T. H. (2008). Web-based quiz-game-like formative assessment: Development and evaluation. Computers & Education, 51, 1247–1263.
-
(2008)
Computers & Education
, vol.51
, pp. 1247-1263
-
-
Wang, T.H.1
-
48
-
-
78149465046
-
A case study of the in-class use of a video game for teaching high school history
-
Watson, W. R., Mong, C. J., & Harris, C. A. (2011). A case study of the in-class use of a video game for teaching high school history. Computers & Education, 56, 466–474.
-
(2011)
Computers & Education
, vol.56
, pp. 466-474
-
-
Watson, W.R.1
Mong, C.J.2
Harris, C.A.3
-
49
-
-
85014599442
-
-
Retrieved September 18, 2016 from
-
Weka [Computer software]. (2016). Retrieved September 18, 2016 from http://www.cs.waikato.ac.nz/ml/weka/
-
(2016)
-
-
-
50
-
-
84896363417
-
Gaussian processes for machine learning
-
Williams, C. K., & Rasmussen, C. E. (2006). Gaussian processes for machine learning. The MIT Press, 2(3), 4.
-
(2006)
The MIT Press
, vol.2
, Issue.3
, pp. 4
-
-
Williams, C.K.1
Rasmussen, C.E.2
-
51
-
-
84862790143
-
Building virtual cities, inspiring intelligent citizens: Digital games for developing students' problem solving and learning motivation
-
Yang, Y. T. C. (2012). Building virtual cities, inspiring intelligent citizens: Digital games for developing students' problem solving and learning motivation. Computers & Education, 59, 365–377.
-
(2012)
Computers & Education
, vol.59
, pp. 365-377
-
-
Yang, Y.T.C.1
|