Supporting Motivation Based Educational Games Through Web 3.0

Author:

Ghergulescu Ioana,Muntean Cristina Hava

Publisher

Springer New York

Reference62 articles.

1. Arroyo, I., Ferguson, K., Johns, J., Dragon, T., Meheranian, H., Fisher, D., Barto, A. (2007). Repairing Disengagement With Non-Invasive Interventions In Rosemary Luckin, Kenneth R. Roedinger, Jim Greer (Eds.) Proceeding of the 2007 conference on Artificial Intelligence in Education: Building Technology Rich Learning Contexts That Work (pp. 195–202). The Netherlands: IOS Press Amsterdam.

2. Bandura, A., 1994. Self-Efficacy. In Encyclopedia of human behaviour(pp. 71-81.) New York: Academic Press.

3. Batson, L. & Feinberg, S. (2006). Game designs that enhance motivation and learning for teenagers. Electronic Journal for the Integration of Technology in Education, 5, 34–43.

4. Brut, M., Sedes, F., & Dumitrescu, S. (2010). A Semantic-Oriented Approach for Organizing and Developing Annotation for E-Learning. Learning Technologies, IEEE Transactions on 3(4), 11.

5. Burgos, D., Torijano, B., Moreno-Ger, P., Torrente, J. (2009). Paniel and the Chocolate-based sauce adventure. http://e-adventure.e-ucm.es/course/view.php?id=18&lang=en_en_utf8

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