共 39 条
[1]
Barab S.A., Gresalfi M., Ingram-Goble A., Transformational play: Using games to position person, content, and context, Educational Researcher, 39, 7, pp. 525-536, (2010)
[2]
Barab S.A., Thomas M., Dodge T., Carteaux R., Tuzun H., Making learning fun: Quest Atlantis, a game without guns, Educational Technology Research and Development, 53, 1, pp. 86-107, (2005)
[3]
Barab S., Zuiker S., Warren S., Hickey D., Ingram-Goble A., Kwon E.J., Herring S.C., Situationally embodied curriculum: Relating formalisms and contexts, Science Education, 91, 5, pp. 750-782, (2007)
[4]
Bell A., Gresalfi M., The role of a digital game in a classroom ecology: Exploring teaching using videogames, Exploding the castle
[5]
Boaler J., The development of disciplinary relationships: Knowledge, practice and identity in mathematics classrooms, For the Learning of Mathematics, 22, 1, pp. 42-47, (2002)
[6]
Bransford J., Zech L., Schwarz D., Barron B., Vye N., Designs for environments that invite and sustain mathematical thinking, Symbolizing and communicating in mathematics classrooms, pp. 275-324, (2000)
[7]
Clarke J., Dede C., Design for scalability: A case study of the River City curriculum, Journal of Science Education and Technology, 18, 4, pp. 353-365, (2009)
[8]
The Jasper project: Lessons in curriculum, instruction, assessment, and professional development, (1997)
[9]
Dickey M.D., Game design and learning: A conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation, Educational Technology Research and Development, 55, 3, pp. 253-273, (2007)
[10]
Ertmer P.A., Teacher pedagogical beliefs: The final frontier in our quest for technology integration?, Educational Technology Research and Development, 53, 4, pp. 25-39, (2005)