Exploring students’ behavioral patterns when playing educational games with learning supports at different timings
Author:
Funder
national science foundation
u.s. department of education
Publisher
Springer Science and Business Media LLC
Subject
Education
Link
https://link.springer.com/content/pdf/10.1007/s11423-022-10125-9.pdf
Reference51 articles.
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2. Ausubel, D. P. (1963). Cognitive structure and the facilitation of meaningful. Journal of Teacher Education, 14(2), 217–222. https://doi.org/10.1177/002248716301400220
3. Bakeman, R., & Quera, V. (2011). Sequential analysis and observational methods for the behavioral sciences. Cambridge University Press. https://doi.org/10.1017/CBO9781139017343
4. Barab, S. A., Scott, B., Siyahhan, S., Goldstone, R., Ingram-Goble, A., Zuiker, S. J., & Warren, S. (2009). Transformational play as a curricular scaffold: Using videogames to support science education. Journal of Science Education and Technology, 18(4), 305–320. https://doi.org/10.1007/s10956-009-9171-5
5. Barzilai, S., & Blau, I. (2014). Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences. Computers and Education, 70, 65–79. https://doi.org/10.1016/j.compedu.2013.08.003
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