共 8 条
[1]
Mysirlaki S., Paraskeva F., Digital games: Developing the issues of socio-cognitive learning theory in an attempt to shift an entertainment gadget to an educational tool, Digital Game and Intelligent Toy Enhanced Learning, 2007. DIGITEL ,07. the First IEEE International Workshop on, pp. 147-151, (2007)
[2]
Baek Y.K., What hinders teachers in using computer and video games in the classroom? Exploring factors inhibiting the uptake of computer and video games, CyberPsychology & Behavior, 11, pp. 665-671, (2008)
[3]
Virvou M., Katsionis G., Manos K., Combining software games with education: Evaluation of its educational effectiveness, Educational Technology & Society, 8, pp. 54-65, (2005)
[4]
Siang A., Rao R.K., Theories of learning: A computer game perspective, Multimedia Software Engineering, 2003. Proceedings. Fifth International Symposium on, pp. 239-245, (2003)
[5]
Prensky M., Digital Game-based Leaming, (2004)
[6]
Paras B., Bizzocchi J., Game, motivation, and effective learning: An integrated model for educational game design, Digital Games Research Association 2005 Conference: Changing Views-worlds in Play, 2005
[7]
Atienza R.O., Tai T., Interactive electronic reader to support english education, Proc. IEEE ICCTDIICEMT, (2009)
[8]
Abdullah N.A., Kamaruddin R.H., Razak Z., Yusoff Z.B., A toolkit design framework for authoring multimedia game-oriented educational content, Eighth IEEE International Conference on Advanced Learning Technologies, 2008. ICAL T08, pp. 144-145, (2008)