Challenges and Opportunities in Using Digital Pedagogy for Game-Based Architecture Education: A Case in China
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Publisher
Springer Nature Singapore
Link
https://link.springer.com/content/pdf/10.1007/978-981-97-0621-1_12
Reference27 articles.
1. Awan, A., Lombardi, D., Agkathidis, A., Ruffino P.: Efficacy of gamification on introductory architectural education: a literature review. In: eCAADe2022. KU Luven, Ghent (2022)
2. Backlund, P., Hendrix, M.: Educational games - are they worth the effort? A literature survey of the effectiveness of serious games. In: 2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES), Games and Virtual Worlds for Serious Applications (VS-GAMES), 2013 5th International Conference on, pp. 1–8 (2013)
3. Bogost, I.: Why Gamification is Bullshit. The Gameful World: Approaches, Issues, Applications. The MIT Press, Cambridge (2014)
4. Cohen, L.: Research Methods in Education (L. Manion & K. Morrison (eds.) 8th edn. Routledge (2018)
5. Deng, R., Benckendorff, P., Gannaway, D.: Learner engagement in MOOCs: scale development and validation. Br. J. Edu. Technol. 51(1), 245–262 (2020)
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