共 133 条
[1]
Acquah EO(2020)Digital game-based L2 learning outcome for primary through high school students: A systemic literature review Computers & Education 143 1033667-185
[2]
Katz HT(2018)Digital innovations in L2 motivation: Harnessing the power of the ideal L2 self System 78 173-85
[3]
Adolphs S(2009)Investigating the impact of video games on high school students’ engagement and learning about genetics Computers & Education 53 74-82
[4]
Clark L(2007)Relating narrative, inquiry, and inscriptions: Supporting consequential play Journal of Science Education and Technology 16 59-320
[5]
Dörnyei Z(2009)Transformational play as a curricular scaffold: Using videogames to support science education Journal of Science Education and Technology 18 305-826
[6]
Glover T(2005)Characterizing children’s spontaneous interests in science and technology International Journal of Science Education 27 803-248
[7]
Henry A(2014)Sketch maps and qualitative GIS: Using cartographies of individual spatial narratives in geographic research The Professional Geographer 66 236-517
[8]
Muir C(2013)A mixed methods assessment of student's flow experience during a mobile augmented reality science game Journal of Computer Assisted Learning 29 505-805
[9]
Sanchez-Lozano E(2016)Investigating flow experience and scientific practices during a mobile serious educational game Journal of Science Education & Technology 25 795-750
[10]
Valstar M(2016)Motivational elements of digital instructional games: A study of young L2 learners’ game designs Language Teaching Research 21 735-541