Author:
Jong Morris S. Y.,Shang Junjie,Tam Vincent W. L.
Publisher
Springer International Publishing
Reference60 articles.
1. Andrew, A., Joyce, R., & Bowers, C. (2010). Using serious games for mental health education. In J. Cannon-Bowers & C. Bowers (Eds.), Serious game design and development: Technologies for training and learning (pp. 246–259). New York, NY: IGI Global.
2. Arici, A., & Barab, S. A. (2014, April). Transformational play: Immersing disadvantaged students in literacy learning through a 3-D game-based curriculum. Paper presented at America Educational Research Association Annual Meeting 2014 (AERA 2014), Philadelphia, PA.
3. Bagley, E. A., & Shaffer, D. W. (2009). When people get in the way: Promoting civic thinking through epistemic gameplay. International Journal of Gaming and Computer-Mediated Simulations, 1(1), 36–52.
4. Bagley, E. A., & Shaffer, D. W. (2015). Stop talking and type: Comparing virtual and face-to-face mentoring in an epistemic game. Journal of Computer Assisted Learning, 31, 606–622.
5. Bennett, D. T. (1997). Providing role models online. Electronic Learning, 19(5), 50–51.