Three decades of game-based learning in science and mathematics education: an integrated bibliometric analysis and systematic review
Author:
Funder
ministry of science and technology, taiwan
Publisher
Springer Science and Business Media LLC
Subject
Computer Science Applications,Education
Link
https://link.springer.com/content/pdf/10.1007/s40692-021-00210-y.pdf
Reference74 articles.
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2. Alrehaili, E. A., & Al Osman, H. (2019). A virtual reality role-playing serious game for experiential learning. Interactive Learning Environments. https://doi.org/10.1080/10494820.2019.1703008
3. Alsop, S., & Watts, M. (2003). Science education and affect. International Journal of Science Education, 25(9), 1043–1047.
4. Annetta, L. A., Minogue, J., Holmes, S. Y., & Cheng, M. T. (2009). Investigating the impact of video games on high school students’ engagement and learning about genetics. Computers & Education, 53(1), 74–85.
5. Barab, S., & Dede, C. (2007). Games and immersive participatory simulations for science education: An emerging type of curricula. Journal of Science Education and Technology, 16(1), 1–3.
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