Measuring performance in leaning process of digital game-based learning and static E-learning
Author:
Funder
Ministry of Science and Technology, Taiwan
Publisher
Springer Science and Business Media LLC
Subject
Education
Link
https://link.springer.com/content/pdf/10.1007/s11423-020-09765-6.pdf
Reference57 articles.
1. Ak, O., & Kutlu, B. (2015). Comparing 2D and 3D game-based learning environments in terms of learning gains and student perceptions. British Journal of Educational Technology, 48, 129–144. https://doi.org/10.1111/bjet.12346.
2. 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. https://doi.org/10.1016/j.compedu.2008.12.020.
3. Baldaro, B., Tuozzi, G., Codispoti, M., Montebarocci, O., Barbagli, F., Trombini, E., et al. (2004). Aggressive and non-violent videogames: short-term psychological and cardiovascular effects on habitual players. Stress and Health, 20(4), 203–208. https://doi.org/10.1002/smi.1015.
4. Brunken, R., Plass, J., & Leutner, D. (2013). Direct measurement of cognitive load in multimedia learning. Educational Psychologist, 38(1), 37–41. https://doi.org/10.1207/s15326985ep3801_7.
5. Brunken, R., Plass, J. L., & Leutner, D. (2003). Direct measurement of cognitive load in multimedia learning. Educational Psychologist, 38(1), 53–61. https://doi.org/10.1207/S15326985EP3801_7.
Cited by 14 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献
1. Bridging computer and education sciences: A systematic review of automated emotion recognition in online learning environments;Computers & Education;2024-10
2. An Investigation of a Customizable Entertaining Animated E-Book: A Gender Difference Perspective;International Journal of Human–Computer Interaction;2024-06-18
3. The effects of dynamic and static feedback under tasks with different difficulty levels in digital game-based learning;The Internet and Higher Education;2024-01
4. Digital game-based learning: Pedagogical agent and feedback types on achievement, flow experience, and cognitive load;Education and Information Technologies;2023-12-11
5. A review of intelligent interactive learning methods;Frontiers in Computer Science;2023-08-14
1.学者识别学者识别
2.学术分析学术分析
3.人才评估人才评估
"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370
www.globalauthorid.com
TOP
Copyright © 2019-2024 北京同舟云网络信息技术有限公司 京公网安备11010802033243号 京ICP备18003416号-3