-
1
-
-
84883353648
-
Analysing the impact of built-in and external social tools in a MOOC on educational technologies
-
Springer Berlin Heidelberg
-
Alario-Hoyos, C., Pérez-Sanagustín, M., Delgado-Kloos, C., Muñoz-Organero, M., and Rodríguez-De-Las-Heras, A. 2013. Analysing the impact of built-in and external social tools in a MOOC on educational technologies. In Scaling up learning for sustained impact (pp. 5-18). Springer Berlin Heidelberg.
-
(2013)
Scaling Up Learning for Sustained Impact
, pp. 5-18
-
-
Alario-Hoyos, C.1
Pérez-Sanagustín, M.2
Delgado-Kloos, C.3
Muñoz-Organero, M.4
Rodríguez-De-Las-Heras, A.5
-
2
-
-
84903600000
-
The MOOCs business model
-
Bernhard, W., Bittel, N., Van Der Vlies, S., Bettoni, M., and Roth, N. 2013. The MOOCs Business Model. Procedia-Social and Behavioral Sciences, 106, 2931-2937.
-
(2013)
Procedia-Social and Behavioral Sciences
, vol.106
, pp. 2931-2937
-
-
Bernhard, W.1
Bittel, N.2
Van Der Vlies, S.3
Bettoni, M.4
Roth, N.5
-
4
-
-
84876493811
-
MOOCs and the funnel of participation
-
ACM, New York. 2013
-
Clow, D. 2013. MOOCs and the funnel of participation. In: 3rd Conference on Learning Analytics and Knowledge, pp. 185-189. ACM, New York (2013)
-
(2013)
3rd Conference on Learning Analytics and Knowledge
, pp. 185-189
-
-
Clow, D.1
-
5
-
-
31144434319
-
How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?
-
De Freitas, S., and Oliver, M. 2006. How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? Computers & Education, 46(3), 249-264.
-
(2006)
Computers & Education
, vol.46
, Issue.3
, pp. 249-264
-
-
De Freitas, S.1
Oliver, M.2
-
6
-
-
84896780513
-
An empirical study comparing gamification and social networking on e-learning
-
De-Marcos, L., Saenz-De-Navarrete, Domínguez, A., J. and De-Marcos, Pagés, C. 2014. An empirical study comparing gamification and social networking on e-learning. Computers & Education, 75, 82-91.
-
(2014)
Computers & Education
, vol.75
, pp. 82-91
-
-
De-Marcos, L.1
Saenz-De-Navarrete Domínguez, A.J.2
De-Marcos Pagés, C.3
-
8
-
-
84858702512
-
Gamification: Toward a definition
-
Deterding, S., Dixon, D., Khaled, R. and Nacke, L. 2011. Gamification: Toward a definition. CHI 2011 gamification workshop.
-
(2011)
CHI 2011 Gamification Workshop
-
-
Deterding, S.1
Dixon, D.2
Khaled, R.3
Nacke, L.4
-
9
-
-
84873847147
-
Gamifying learning experiences: Practical implications an outcomes
-
Domínguez, A., Saenz-De-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., and Martínez-Herráiz, J. J. 2013. Gamifying learning experiences: practical implications an 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
-
12
-
-
84897858187
-
A multilevel analysis of the effects of external rewards on elementary students' motivation, engagement and learning in an educational game
-
Filsecker, M., and Thomas Hickey, D. 2014. A Multilevel Analysis of the Effects of External Rewards on Elementary Students' Motivation, Engagement and Learning in an Educational Game. Computers & Education 75: 136-148.
-
(2014)
Computers & Education
, vol.75
, pp. 136-148
-
-
Filsecker, M.1
Thomas Hickey, D.2
-
13
-
-
8144219704
-
Social responsibility and ethics: Clarifying the concepts
-
Fischer, J. 2004. Social responsibility and ethics: clarifying the concepts. Journal of Business Ethics, 52(4), 381-390.
-
(2004)
Journal of Business Ethics
, vol.52
, Issue.4
, pp. 381-390
-
-
Fischer, J.1
-
14
-
-
84903453943
-
Serious games as edX MOOC activities
-
IEEE
-
Freire, M., Del Blanco, A., and Fernández-Manjón, B. 2014. Serious games as edX MOOC activities. In Global Engineering Education Conference (EDUCON), 2014 IEEE (pp. 867-871). IEEE.
-
(2014)
Global Engineering Education Conference (EDUCON), 2014 IEEE
, pp. 867-871
-
-
Freire, M.1
Del Blanco, A.2
Fernández-Manjón, B.3
-
15
-
-
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
-
16
-
-
84859784224
-
Games methodologies and immersive environments for virtual fieldwork
-
Getchell, K., Miller, A., Nicoll, J. R., Sweetman, R. J., and Allison, C. 2010. Games Methodologies and Immersive Environments for Virtual Fieldwork. IEEE Transactions on Learning Technologies, 3(4), 281-293. doi:10.1109/TLT.2010.25.
-
(2010)
IEEE Transactions on Learning Technologies
, vol.3
, Issue.4
, pp. 281-293
-
-
Getchell, K.1
Miller, A.2
Nicoll, J.R.3
Sweetman, R.J.4
Allison, C.5
-
21
-
-
79958141924
-
Practical, appropriate, empirically-validated guidelines for designing educational games
-
Linehan, C., Kirman, B., Lawson, S., and Chan, G. 2011. Practical, appropriate, empirically-validated guidelines for designing educational games. In Proceedings of CHI '11
-
(2011)
Proceedings of CHI '1
-
-
Linehan, C.1
Kirman, B.2
Lawson, S.3
Chan, G.4
-
25
-
-
85014872742
-
-
Moodle
-
Moodle. 2014. Moodle. https://moodle.org/
-
(2014)
Moodle
-
-
-
28
-
-
84866649686
-
Gamification: Using game mechanics to enhance elearning
-
Raymer, R., and Design, E. L. 2011. Gamification: Using Game Mechanics to Enhance eLearning. Elearn Magazine, 2011(9), 3.
-
(2011)
Elearn Magazine
, vol.2011
, Issue.9
, pp. 3
-
-
Raymer, R.1
Design, E.L.2
-
29
-
-
84885223302
-
Serious games integration in an entrepreneurship massive online open course (MOOC)
-
Springer Berlin Heidelberg
-
Romero, M., and Usart, M. 2013. Serious Games Integration in an Entrepreneurship Massive Online Open Course (MOOC). In Serious Games Development and Applications (pp. 212-225). Springer Berlin Heidelberg.
-
(2013)
Serious Games Development and Applications
, pp. 212-225
-
-
Romero, M.1
Usart, M.2
-
30
-
-
84874323862
-
-
Elearnspace blog
-
Siemens, G. 2012. MOOCs are really a platform. Elearnspace blog: http://www.elearnspace.org/blog/2012/07/25/moocs-arereally-a-platform
-
(2012)
MOOCs Are Really A Platform
-
-
Siemens, G.1
-
31
-
-
84873820194
-
Gamifying learning with social gaming mechanics
-
N. Payne, & F. Masie (Eds.)
-
Silva, E. 2010. Gamifying learning with social gaming mechanics. In N. Payne, & F. Masie (Eds.), The Masie learning center perspectives 2010 (pp. 61-62), Available at http://www.icde.org/filestore/Resources/Handbooks/Learnin gperspectives.pdf
-
(2010)
The Masie Learning Center Perspectives 2010
, pp. 61-62
-
-
Silva, E.1
-
32
-
-
84863199750
-
A social gamification framework for a K-6 learning platform
-
March 2013
-
Simões, J., Díaz Redondo R. and Fernández Vilas, A. 2013. A social gamification framework for a K-6 learning platform. Computers in Human Behavior, Volume 29, Issue 2, March 2013, Pages 345-353
-
(2013)
Computers in Human Behavior
, vol.29
, Issue.2
, pp. 345-353
-
-
Simões, J.1
Díaz Redondo, R.2
Fernández Vilas, A.3
-
34
-
-
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
-
35
-
-
0344387886
-
Communities of practice and social learning systems
-
Wenger, E. 2000. Communities of practice and social learning systems. Organization, 7(2), 225-246.
-
(2000)
Organization
, vol.7
, Issue.2
, pp. 225-246
-
-
Wenger, E.1
-
38
-
-
25844454788
-
From visual simulation to virtual reality to games
-
Zyda, M. 2005. From visual simulation to virtual reality to games. Computer, 38(9), 25-32.
-
(2005)
Computer
, vol.38
, Issue.9
, pp. 25-32
-
-
Zyda, M.1
|