Disciplinary integration of digital games for science learning
Author:
Publisher
Springer Science and Business Media LLC
Subject
Education
Link
http://link.springer.com/content/pdf/10.1186/s40594-014-0014-4.pdf
Reference107 articles.
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3. Annetta, LA, Minogue, J, Holmes, SY, & Cheng, M. (2009). Investigating the impact of video games on high school students' engagement and learning about genetics. Computers & Education, 53(1), 74–85.
4. Berger, AA. (2002). Video Games: A Popular Culture Phenomenon. New Brunswick, NJ: Transaction Publishers.
5. Bielaczyc, K, Pirolli, P, & Brown, AL. (1995). Training in self-explanation and self-regulation strategies: Investigating the effects of knowledge acquisition activities on problem solving. Cognition and Instruction, 13(2), 221–252.
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