-
1
-
-
84924374315
-
Measuring effectiveness in digital game-based learning: A methodological review
-
All A., Nunez Castellar E. P., Van Looy J., (2014). Measuring effectiveness in digital game-based learning: A methodological review. International Journal of Serious Games, 1(2), 3-21. doi:10.1016/j.compedu.2015.10.007
-
(2014)
International Journal of Serious Games
, vol.1
, Issue.2
, pp. 3-21
-
-
All, A.1
Nunez Castellar, E.P.2
Van Looy, J.3
-
2
-
-
0003574346
-
-
New York, NY, Addison Wesley Longman
-
Anderson L. W., Krathwohl D. R., Airasian P. W., Cruikshank K. A., Mayer R. E., Pintrich P. R... Wittrock M. C., (2001). A taxonomy for learning, teaching and assessing. A revision of Bloom’s Taxonomy of Educational Objectives. New York, NY: Addison Wesley Longman.
-
(2001)
A taxonomy for learning, teaching and assessing. A revision of Bloom’s Taxonomy of Educational Objectives
-
-
Anderson, L.W.1
Krathwohl, D.R.2
Airasian, P.W.3
Cruikshank, K.A.4
Mayer, R.E.5
Pintrich, P.R.6
Wittrock, M.C.7
-
3
-
-
84858280141
-
Integrating computer-supported collaborative learning into the classroom: The anatomy of a failure
-
Baker M., Bernard F.-X., Dumez-Féroc I., (2012). Integrating computer-supported collaborative learning into the classroom: The anatomy of a failure. Journal of Computer Assisted Learning, 28, 161-176. doi:10.1111/j.1365-2729.2011.00435.x
-
(2012)
Journal of Computer Assisted Learning
, vol.28
, pp. 161-176
-
-
Baker, M.1
Bernard, F.-X.2
Dumez-Féroc, I.3
-
4
-
-
34547838106
-
Improvement in cancer-related knowledge following use of a psychoeducational video game for adolescents and young adults with cancer
-
Beale I. L., Kato P. M., Marin-Bowling V. M., Guthrie N., Cole S. W., (2007). Improvement in cancer-related knowledge following use of a psychoeducational video game for adolescents and young adults with cancer. Journal of Adolescent Health, 41, 263-270. doi:10.1016/j.jadohealth.2007.04.006
-
(2007)
Journal of Adolescent Health
, vol.41
, pp. 263-270
-
-
Beale, I.L.1
Kato, P.M.2
Marin-Bowling, V.M.3
Guthrie, N.4
Cole, S.W.5
-
5
-
-
79952986230
-
Reviewing the need for gaming in education to accommodate the net generation
-
Bekebrede G., Warmelink H. J. G., Mayer I. S., (2011). Reviewing the need for gaming in education to accommodate the net generation. Computers and Education, 57, 1521-1529. doi:10.1016/j.compedu.2011.02.010
-
(2011)
Computers and Education
, vol.57
, pp. 1521-1529
-
-
Bekebrede, G.1
Warmelink, H.J.G.2
Mayer, I.S.3
-
7
-
-
84859648632
-
A systematic literature review of empirical evidence on computer games and serious games
-
Connolly T. M., Boyle E. A., MacArthur E., Hainey T., Boyle J. M., (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers and Education, 59, 661-686. doi:10.1016/j.compedu.2012.03.004
-
(2012)
Computers and Education
, vol.59
, pp. 661-686
-
-
Connolly, T.M.1
Boyle, E.A.2
MacArthur, E.3
Hainey, T.4
Boyle, J.M.5
-
8
-
-
85026877274
-
Ideas in mobile learning
-
), Art. 18
-
Cook J., Mor Y., Santos P., (2015). Ideas in mobile learning. Journal of Interactive Media in Education, 2015(1), Art. 18. doi:10.5334/jime.aw
-
(2015)
Journal of Interactive Media in Education
, vol.2015
, Issue.1
-
-
Cook, J.1
Mor, Y.2
Santos, P.3
-
9
-
-
78650980629
-
Serious games, debriefing, and simulation/gaming as a discipline
-
Crookall D., (2010). Serious games, debriefing, and simulation/gaming as a discipline. Simulation & Gaming, 41(6), 898-920. doi:10.1177/1046878110390784
-
(2010)
Simulation & Gaming
, vol.41
, Issue.6
, pp. 898-920
-
-
Crookall, D.1
-
12
-
-
48649090266
-
Overview of research on the educational use of video games
-
Retrieved from
-
Egenfeldt-Nielsen S., (2006). Overview of research on the educational use of video games. Digital Kompetanse, 1, 184-213. Retrieved from http://egenfeldt.eu/papers/game-overview.pdf
-
(2006)
Digital Kompetanse
, vol.1
, pp. 184-213
-
-
Egenfeldt-Nielsen, S.1
-
13
-
-
84876950247
-
Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness
-
Erhel S., Jamet E., (2013). Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness. Computers and Education, 67, 156-167. doi:10.1016/j.compedu.2013.02.019
-
(2013)
Computers and Education
, vol.67
, pp. 156-167
-
-
Erhel, S.1
Jamet, E.2
-
14
-
-
85017024950
-
How do students use their mobile devices to support learning? A Case study from an Australian Regional University
-
Farley H., Murphy A., Johnson C., (2015). How do students use their mobile devices to support learning? A Case study from an Australian Regional University. Journal of Interactive Media in Education, 2015(1), 14. doi:10.5334/jime.ar
-
(2015)
Journal of Interactive Media in Education
, vol.2015
, Issue.1
, pp. 14
-
-
Farley, H.1
Murphy, A.2
Johnson, C.3
-
15
-
-
84873661336
-
Evaluation of learning outcomes using an educational iPhone game vs. traditional game
-
Furió D., González-Gancedo S., Juan M.-C., Seguí I., Rando N., (2013). Evaluation of learning outcomes using an educational iPhone game vs. traditional game. Computers and Education, 64, 1-23. doi:10.1016/j.compedu.2012.12.001
-
(2013)
Computers and Education
, vol.64
, pp. 1-23
-
-
Furió, D.1
González-Gancedo, S.2
Juan, M.-C.3
Seguí, I.4
Rando, N.5
-
16
-
-
84928125452
-
Mobile learning vs. traditional classroom lessons: A comparative study
-
Furió D., Juan M.-C., Seguí I., Vivó R., (2015). Mobile learning vs. traditional classroom lessons: A comparative study. Journal of Computer Assisted Learning, 31, 189-201. doi:10.1111/jcal.12071
-
(2015)
Journal of Computer Assisted Learning
, vol.31
, pp. 189-201
-
-
Furió, D.1
Juan, M.-C.2
Seguí, I.3
Vivó, R.4
-
17
-
-
67549103767
-
Games, motivation, and learning: A research and practice model
-
Garris R., Ahlers R., Driskell J. E., (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467. doi:10.1177/1046878102238607
-
(2002)
Simulation & Gaming
, vol.33
, Issue.4
, pp. 441-467
-
-
Garris, R.1
Ahlers, R.2
Driskell, J.E.3
-
18
-
-
84875837419
-
Serious games as new educational tools: How effective are they? A meta-analysis of recent studies
-
)
-
Girard C., Ecalle J., Magnan A., (2013). Serious games as new educational tools: How effective are they? A meta-analysis of recent studies. Journal of Computer Assisted Learning, 29 (1). doi:10.1111/j.1365–2729.2012.00489.x
-
(2013)
Journal of Computer Assisted Learning
, vol.29
, Issue.1
-
-
Girard, C.1
Ecalle, J.2
Magnan, A.3
-
19
-
-
85026884701
-
2013–2018 North America Mobile Edugame Market
-
Retrieved from
-
Greer T., (2013). 2013–2018 North America Mobile Edugame Market. Ambient Insight. Retrieved from http://www.ambientinsight.com/Resources/Documents/Ambient-Insight-2013-2018-North-America-Mobile-Edugame-Market-Abstract.pdf
-
(2013)
Ambient Insight
-
-
Greer, T.1
-
20
-
-
80052826083
-
Serious games and learning effectiveness: The case of It’s a Deal!
-
Guillén-Nieto V., Aleson-Carbonell M., (2012). Serious games and learning effectiveness: The case of It’s a Deal! Computers and Education, 58(1), 435-448. doi:10.1016/j.compedu.2011.07.015
-
(2012)
Computers and Education
, vol.58
, Issue.1
, pp. 435-448
-
-
Guillén-Nieto, V.1
Aleson-Carbonell, M.2
-
21
-
-
40049087897
-
-
Orlando, FL, Naval Air Warfare Center Training Systems Division, (Technical Report 2005-004).,. Retrieved from:
-
Hays R. T., (2005). The effectiveness of instructional games: A literature review and discussion (Technical Report 2005-004). Orlando, FL: Naval Air Warfare Center Training Systems Division. Retrieved from: http://oai.dtic.mil/oai/oai?verb=getRecord&metadataPrefix=html&identifier=ADA441935
-
(2005)
The effectiveness of instructional games: A literature review and discussion
-
-
Hays, R.T.1
-
22
-
-
59649113030
-
Putting theory-oriented evaluation into practice: A logic model approach for evaluating simgame
-
Hense J. U., Kriz W. C., Wolfe J., (2009). Putting theory-oriented evaluation into practice: A logic model approach for evaluating simgame. Simulation & Gaming, 40(1), 110-133. doi:10.1177/1046878107308078
-
(2009)
Simulation & Gaming
, vol.40
, Issue.1
, pp. 110-133
-
-
Hense, J.U.1
Kriz, W.C.2
Wolfe, J.3
-
23
-
-
68149139479
-
Mobile game-based learning in secondary education: Engagement, motivation and learning in a mobile city game
-
Huizenga J., Admiraal W., Akkerman S., ten Dam G., (2009). Mobile game-based learning in secondary education: Engagement, motivation and learning in a mobile city game. Journal of Computer Assisted Learning, 25(4), 332-344. doi:10.1111/j.1365-2729.2009.00316.x
-
(2009)
Journal of Computer Assisted Learning
, vol.25
, Issue.4
, pp. 332-344
-
-
Huizenga, J.1
Admiraal, W.2
Akkerman, S.3
ten Dam, G.4
-
24
-
-
84924287036
-
A contextual game-based learning approach to improving students’ inquiry-based learning performance in social studies courses
-
Hwang G. J., Chiu L. Y., Chen C. H., (2015). A contextual game-based learning approach to improving students’ inquiry-based learning performance in social studies courses. Computers and Education, 81, 13-25. doi:10.1016/j.compedu.2014.09.006
-
(2015)
Computers and Education
, vol.81
, pp. 13-25
-
-
Hwang, G.J.1
Chiu, L.Y.2
Chen, C.H.3
-
25
-
-
79953052395
-
Digital games, gender and learning in engineering: Do females benefit as much as males?
-
Joiner R., Iacovides J., Owen M., Gavin C., Clibbery S., Darling J., Drew B., (2010). Digital games, gender and learning in engineering: Do females benefit as much as males? Journal of Science Education and Technology, 20(2), 178-185. doi:10.1007/s10956-010-9244-5
-
(2010)
Journal of Science Education and Technology
, vol.20
, Issue.2
, pp. 178-185
-
-
Joiner, R.1
Iacovides, J.2
Owen, M.3
Gavin, C.4
Clibbery, S.5
Darling, J.6
Drew, B.7
-
26
-
-
54449095651
-
Computer games application within alternative classroom goal structures: Cognitive, metacognitive, and affective evaluation
-
Retrieved from
-
Ke F., (2008). Computer games application within alternative classroom goal structures: Cognitive, metacognitive, and affective evaluation. Educational Technology Research and Development, 56, 539-556. Retrieved from https://www.learntechlib.org/p/166542
-
(2008)
Educational Technology Research and Development
, vol.56
, pp. 539-556
-
-
Ke, F.1
-
27
-
-
78349285256
-
Chapter 1, A qualitative meta-analysis of computer games as learning tools
-
Ferdig, (ed), USA, IGI Global, Kent State University,. In:, (Ed.), (
-
Ke F., (2009).Chapter 1, A qualitative meta-analysis of computer games as learning tools. In: Ferdig R. E., (Ed.), Handbook of research on effective electronic gaming in education (pp. 1-31). USA: IGI Global, Kent State University.
-
(2009)
Handbook of research on effective electronic gaming in education
, pp. 1-31
-
-
Ke, F.1
-
28
-
-
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 and Education, 55, 427-443. doi:10.1016/j.compedu.2010.02.007
-
(2010)
Computers and Education
, vol.55
, pp. 427-443
-
-
Kebritchi, M.1
Hirumi, A.2
Bai, H.3
-
29
-
-
78649587210
-
Engaging first-year students through online collaborative assessments
-
Kelly D., Baxter J. S., Anderson A., (2010). Engaging first-year students through online collaborative assessments. Journal of Computer Assisted Learning, 26, 535-548. doi:10.1111/j.1365-2729.2010.00361.x
-
(2010)
Journal of Computer Assisted Learning
, vol.26
, pp. 535-548
-
-
Kelly, D.1
Baxter, J.S.2
Anderson, A.3
-
32
-
-
33646431465
-
Creating effective interactive learning environments through gaming simulation design
-
Kriz W. C., (2003). Creating effective interactive learning environments through gaming simulation design. Simulation & Gaming, 34(4), 495-511. doi:10.1177%2F1046878103258201
-
(2003)
Simulation & Gaming
, vol.34
, Issue.4
, pp. 495-511
-
-
Kriz, W.C.1
-
33
-
-
33646433417
-
Theory-oriented evaluation for the design of and research in gaming and simulation
-
Kriz W. C., Hense J., (2006). Theory-oriented evaluation for the design of and research in gaming and simulation. Simulation & Gaming, 37(2), 268-283. doi:10.1177%2F1046878106287950
-
(2006)
Simulation & Gaming
, vol.37
, Issue.2
, pp. 268-283
-
-
Kriz, W.C.1
Hense, J.2
-
34
-
-
1842482287
-
Undergraduate students’ gender differences in IT skills and attitudes
-
Lee A. C. K., (2003). Undergraduate students’ gender differences in IT skills and attitudes. Journal of Computer Assisted Learning, 19, 488-500. doi:10.1046/j.0266-4909.2003.00052.x
-
(2003)
Journal of Computer Assisted Learning
, vol.19
, pp. 488-500
-
-
Lee, A.C.K.1
-
35
-
-
85026868385
-
Unlearning: A critical element in the learning process
-
Retrieved from
-
Lee V. S., (2003). Unlearning: A critical element in the learning process. Essays on Teaching Excellence, Toward the Best in the Academy, 14(2), 2002-2003. Retrieved from https://cft.vanderbilt.edu/wp-content/uploads/sites/59/vol14no2_unlearning.htm
-
(2003)
Essays on Teaching Excellence, Toward the Best in the Academy
, vol.14
, Issue.2
, pp. 2002-2003
-
-
Lee, V.S.1
-
36
-
-
84933063070
-
-
Pew Research Center,. Retrieved from
-
Lenhart A., (2015). Teen, social media and technology overview 2015. Pew Research Center. Retrieved from http://www.pewinternet.org/files/2015/04/PI_TeensandTech_Update2015_0409151.pdf
-
(2015)
Teen, social media and technology overview 2015
-
-
Lenhart, A.1
-
37
-
-
70449727783
-
The gaming of policy and the politics of gaming: A review
-
Mayer I. S., (2009). The gaming of policy and the politics of gaming: A review. Simulation & Gaming, 40(6), 825-862. doi:10.1177%2F1046878109346456
-
(2009)
Simulation & Gaming
, vol.40
, Issue.6
, pp. 825-862
-
-
Mayer, I.S.1
-
38
-
-
85026879372
-
-
April, 2014 CRESST Conference WARP SPEED, MR. SULU: Integrating Games, Technology, and Assessment to Accelerate Learning in the 21st Century,. Retrieved from
-
Mayer R. E., (2014, April). Three genres of game research. 2014 CRESST Conference WARP SPEED, MR. SULU: Integrating Games, Technology, and Assessment to Accelerate Learning in the 21st Century. Retrieved from http://cats.cse.ucla.edu/download/CATS-Mayer.pdf
-
(2014)
Three genres of game research
-
-
Mayer, R.E.1
-
39
-
-
77951111411
-
Adding instructional features that promote learning in a game-like environment
-
Retrieved from
-
Mayer R. E., Johnson C. I., (2010). Adding instructional features that promote learning in a game-like environment. Journal of Educational Computing Research, 42(3), 241-265. Retrieved from http://journals.sagepub.com/doi/pdf/10.2190/EC.42.3.a
-
(2010)
Journal of Educational Computing Research
, vol.42
, Issue.3
, pp. 241-265
-
-
Mayer, R.E.1
Johnson, C.I.2
-
40
-
-
77954919484
-
Get real!” – Reviewing the design of a mobile learning game
-
Pachler, (ed), London, England, The WLE Centre,. In, (Ed.), (
-
Mitchell A., (2007). “Get real!” – Reviewing the design of a mobile learning game. In Pachler N., (Ed.), Mobile learning – Towards a research agenda (pp. 75-104). London, England: The WLE Centre.
-
(2007)
Mobile learning – Towards a research agenda
, pp. 75-104
-
-
Mitchell, A.1
-
41
-
-
29144492138
-
The next generation of educational engagement
-
Oblinger D. G., (2004). The next generation of educational engagement. Journal of Interactive Media in Education, 8(8), 1-18. doi:10.5334/2004-8-oblinger
-
(2004)
Journal of Interactive Media in Education
, vol.8
, Issue.8
, pp. 1-18
-
-
Oblinger, D.G.1
-
42
-
-
13244260473
-
User-centered design in games
-
Jacko, Sears, (eds), Hillsdale, NJ, Lawrence Erlbaum,. In, (Eds.), (
-
Pagulayan R. J., Keeker K., Wixon D., Romero R. L., Fuller T., (2002). User-centered design in games. In Jacko J. A., Sears A., (Eds.), The human-computer interaction handbook (pp. 883-906). Hillsdale, NJ: Lawrence Erlbaum.
-
(2002)
The human-computer interaction handbook
, pp. 883-906
-
-
Pagulayan, R.J.1
Keeker, K.2
Wixon, D.3
Romero, R.L.4
Fuller, T.5
-
43
-
-
56549129970
-
Digital game-based learning in high school computer science education: Impact on educational effectiveness and school motivation
-
Papastergiou M., (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and school motivation. Computer and Education, 5(1), 1-12. doi:10.1016/j.compedu.2008.06.004
-
(2009)
Computer and Education
, vol.5
, Issue.1
, pp. 1-12
-
-
Papastergiou, M.1
-
46
-
-
78650173941
-
Gender and technology in education: A research review
-
Skelton, Francis, Smulyan, (eds), London, England, SAGE,. In, (Eds.)
-
Sanders J., (2006). Gender and technology in education: A research review. In Skelton C., Francis B., Smulyan L., (Eds.), The handbook of gender in education. London, England: SAGE.
-
(2006)
The handbook of gender in education
-
-
Sanders, J.1
-
48
-
-
84944701286
-
-
(PhD thesis, Open University, SIKS Dissertation Series No. 2014-45, Datawyse). Retrieved from
-
Schmitz B., (2014). Mobile games for learning: A pattern-based approach (PhD thesis, Open University, SIKS Dissertation Series No. 2014-45, Datawyse). Retrieved from http://dspace.ou.nl/bitstream/1820/5833/6/Thesis%20BSZ_print.pdf
-
(2014)
Mobile games for learning: A pattern-based approach
-
-
Schmitz, B.1
-
49
-
-
84924333706
-
Attuning a mobile simulation game for school children using a design-based research approach
-
Schmitz B., Klemke S., Walhout J., Specht M., (2015). Attuning a mobile simulation game for school children using a design-based research approach. Computers and Education, 81, 35-48. doi:10.1016/j.compedu.2014.09.001
-
(2015)
Computers and Education
, vol.81
, pp. 35-48
-
-
Schmitz, B.1
Klemke, S.2
Walhout, J.3
Specht, M.4
-
50
-
-
0038453729
-
The role of student learning styles, gender, attitudes and perceptions on information and communication technology assisted learning
-
Shaw G., Marlow N., (1999). The role of student learning styles, gender, attitudes and perceptions on information and communication technology assisted learning. Computers and Education, 33(4), 223-234. doi:10.1016/S0360-1315(99)00020-2
-
(1999)
Computers and Education
, vol.33
, Issue.4
, pp. 223-234
-
-
Shaw, G.1
Marlow, N.2
-
51
-
-
84940375209
-
Modeling how incoming knowledge, persistence, affective states, and in-game progress influence student learning from an educational game
-
Shute V. J., D’Mello S., Baker R., Cho K., Bosch N., Ocumpaugh J... Almeda V., (2015). Modeling how incoming knowledge, persistence, affective states, and in-game progress influence student learning from an educational game. Computers and Education, 86, 224-235. doi:10.1016/j.compedu.2015.08.001
-
(2015)
Computers and Education
, vol.86
, pp. 224-235
-
-
Shute, V.J.1
D’Mello, S.2
Baker, R.3
Cho, K.4
Bosch, N.5
Ocumpaugh, J.6
Almeda, V.7
-
52
-
-
79957613510
-
A meta-analytic examination of the instructional effectiveness of computer-based simulation games
-
Sitzmann T., (2011). A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology, 64(2), 489-528. doi:10.1111/j.1744-6570.2011.01190.x
-
(2011)
Personnel Psychology
, vol.64
, Issue.2
, pp. 489-528
-
-
Sitzmann, T.1
-
53
-
-
84956595993
-
Interplay of prior knowledge, self-regulation and motivation in complex multimedia learning environments
-
Song H. S., Kalet A. L., Plass J. L., (2015). Interplay of prior knowledge, self-regulation and motivation in complex multimedia learning environments. Journal of Computer Assisted Learning. doi:10.1111/jcal.12117
-
(2015)
Journal of Computer Assisted Learning
-
-
Song, H.S.1
Kalet, A.L.2
Plass, J.L.3
-
54
-
-
84958540419
-
Acceptability of RPG simulators for foreign language training in Japanese higher education
-
Stephan J. F., (2015). Acceptability of RPG simulators for foreign language training in Japanese higher education. Simulation & Gaming, 47(1), 31–50. doi:10.1177/1046878115608621
-
(2015)
Simulation & Gaming
, vol.47
, Issue.1
, pp. 31-50
-
-
Stephan, J.F.1
-
55
-
-
84928164644
-
A mobile gamification learning system for improving the learning motivation and achievements
-
Su C.-H., Cheng C.-H., (2015). A mobile gamification learning system for improving the learning motivation and achievements. Journal of Computer Assisted Learning, 31, 268-286. doi:10.1111/jcal.12088
-
(2015)
Journal of Computer Assisted Learning
, vol.31
, pp. 268-286
-
-
Su, C.-H.1
Cheng, C.-H.2
-
58
-
-
84866974352
-
Game based learning: A review on the effectiveness of educational games
-
Cruz-Cunha, (ed), Hershey, PA, IGI Global,. In, (Eds.), (
-
Vandercruysse S., Vandewaetere M., Clarebout G., (2012). Game based learning: A review on the effectiveness of educational games. In Cruz-Cunha M. M., (Eds.), Handbook of research on serious games as educational, business, and research tools (pp. 628-647). Hershey, PA: IGI Global.
-
(2012)
Handbook of research on serious games as educational, business, and research tools
, pp. 628-647
-
-
Vandercruysse, S.1
Vandewaetere, M.2
Clarebout, G.3
-
59
-
-
23844464845
-
Combining software games with education: Evaluation of its education effectiveness
-
Retrieved from
-
Virvou M., Katsionis G., Manos K., (2005). Combining software games with education: Evaluation of its education effectiveness. Educational Technology and Society, 8(2), 54-65. Retrieved from http://www.ifets.info/journals/8_2/5.pdf
-
(2005)
Educational Technology and Society
, vol.8
, Issue.2
, pp. 54-65
-
-
Virvou, M.1
Katsionis, G.2
Manos, K.3
-
60
-
-
33846143172
-
Computer gaming and interactive simulations for learning: A meta-analysis
-
Retrieved from
-
Vogel J. J., Vogel D. S., Cannon-Bowers J., Bowers C. A., Muse K., Wright M., (2006). Computer gaming and interactive simulations for learning: A meta-analysis. Journal of Educational Computing Research, 34(3), 229-243. Retrieved from https://www.learntechlib.org/p/69293
-
(2006)
Journal of Educational Computing Research
, vol.34
, Issue.3
, pp. 229-243
-
-
Vogel, J.J.1
Vogel, D.S.2
Cannon-Bowers, J.3
Bowers, C.A.4
Muse, K.5
Wright, M.6
-
62
-
-
58049168103
-
Investigating the determinants and age and gender differences in the acceptance of mobile learning
-
Wang Y.-S., Wu M.-C., Wang H.-Y., (2009). Investigating the determinants and age and gender differences in the acceptance of mobile learning. British Journal of Educational Technology, 40, 92-118. doi:10.1111/j.1467-8535.2007.00809.x
-
(2009)
British Journal of Educational Technology
, vol.40
, pp. 92-118
-
-
Wang, Y.-S.1
Wu, M.-C.2
Wang, H.-Y.3
-
63
-
-
84881115223
-
A meta-analysis of the cognitive and motivational effects of serious games
-
Wouters P., van Nimwegen C., van Oostendorp H., van der Spek E. D., (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology, 105(2), 249-265. doi:10.1037/a0031311
-
(2013)
Journal of Educational Psychology
, vol.105
, Issue.2
, pp. 249-265
-
-
Wouters, P.1
van Nimwegen, C.2
van Oostendorp, H.3
van der Spek, E.D.4
-
64
-
-
84867077539
-
A meta-analytic review of the role of instructional support in game-based learning
-
Wouters P., van Oostendorp H., (2013). A meta-analytic review of the role of instructional support in game-based learning. Computers and Education, 60, 412-425. doi:10.1016/j.compedu.2012.07.018
-
(2013)
Computers and Education
, vol.60
, pp. 412-425
-
-
Wouters, P.1
van Oostendorp, H.2
-
65
-
-
77949659247
-
Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior Project
-
Wrzesien M., Raya M. A., (2010). Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior Project. Computers and Education, 55(1), 178-187. doi:10.1016/j.compedu.2010.01.003
-
(2010)
Computers and Education
, vol.55
, Issue.1
, pp. 178-187
-
-
Wrzesien, M.1
Raya, M.A.2
-
66
-
-
84900029758
-
Gender difference of confidence in using technology for learning
-
). Retrieved from
-
Yau H. K., Fong Cheng A. L., (2012). Gender difference of confidence in using technology for learning. The Journal of Technology Studies, 38(2). Retrieved from https://scholar.lib.vt.edu/ejournals/JOTS/v38/v38n2/pdf/yau.pdf
-
(2012)
The Journal of Technology Studies
, vol.38
, Issue.2
-
-
Yau, H.K.1
Fong Cheng, A.L.2
|