Intrinsically Motivating Instruction—Thomas Malone

Author:

Svendsen Bodil,Burner Tony,Røkenes Fredrik Mørk

Publisher

Springer International Publishing

Reference22 articles.

1. Asgari, M., & Kaufman, D. (2004). Relationships among computer games, fantasy, and learning. Paper presented at the 2nd International Conference on Imagination and Education.

2. Bailey, R., Pearce, G., Smith, C., Sutherland, M., Stack, N., Winstanley, C., et al. (2012). Improving the educational achievement of gifted and talented students: A systematic review. Talent Development & Excellence, 4(1), 33–48.

3. Bruner, J. S. (1962). On knowing: Essays for the left hand. Cambridge, MA: Belknap Press of Harvard University Press.

4. Bybee, R., Taylor, J. A., Gardner, A., Van Scotter, P., Carlson, J., Westbrook, A., et al. (2006). The BSCS 5E instructional model: Origins and effectiveness. Colorado Springs, CO: BSCS.

5. Clark, D., & Jorde, D. (2004). Helping students revise disruptive experientially supported ideas about thermodynamics: Computer visualizations and tactile models. Journal of Research in Science Teaching, 41, 1–23.

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1. Using epistemic network analysis to examine how different fantasy contexts affect online gamified class students’ behavioral engagement;Interactive Technology and Smart Education;2024-08-13

2. Creating Open Educational Resources as Renewable Assessment Activities for Computer Science Education;Advances in Educational Technologies and Instructional Design;2024-02-26

3. An implementation framework for transformative gamification services;Behaviour & Information Technology;2023-08-02

4. Review of Gamified MOOC’s Impact Toward Learner’s Motivation in Learning Effectiveness Context;Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering;2022

5. The Nature of Science and Technology in Teacher Education;Teacher Education - New Perspectives;2021-09-22

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