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Overview of research on the educational use of video games
S Egenfeldt-Nielsen - Nordic journal of digital literacy, 2006 - idunn.no
This paper overviews research on the educational use of video games by examining the
viability of the different learning theories in the field, namely behaviorism, cognitivism …
viability of the different learning theories in the field, namely behaviorism, cognitivism …
[ΒΙΒΛΙΟ][B] Understanding video games: The essential introduction
S Egenfeldt-Nielsen, JH Smith, SP Tosca - 2019 - taylorfrancis.com
From Pong to virtual reality, Understanding Video Games, 4th Edition, takes video game
studies into the next decade of the twenty-first century, highlighting changes in the area …
studies into the next decade of the twenty-first century, highlighting changes in the area …
[ΒΙΒΛΙΟ][B] Beyond edutainment: Exploring the educational potential of computer games
S Egenfeldt-Nielsen - 2011 - books.google.com
Computer games have attracted much attention over the years, mostly attention of the less
flattering kind. This has been true for computer games focused on entertainment, but also for …
flattering kind. This has been true for computer games focused on entertainment, but also for …
Multiplayer online games as educational tools: Facing new challenges in learning
F Paraskeva, S Mysirlaki, A Papagianni - Computers & Education, 2010 - Elsevier
This paper outlines a proposal for the development of educational multiplayer online games
based on the activity theory, as an alternative to the current trend in multiplayer gaming and …
based on the activity theory, as an alternative to the current trend in multiplayer gaming and …
Why students engage in “gaming the system” behavior in interactive learning environments
In recent years there has been increasing interest in the phenomena of “gaming the system,”
where a learner attempts to succeed in an educational environment by exploiting properties …
where a learner attempts to succeed in an educational environment by exploiting properties …
Develo** a generalizable detector of when students game the system
Some students, when working in interactive learning environments, attempt to “game the
system”, attempting to succeed in the environment by exploiting properties of the system …
system”, attempting to succeed in the environment by exploiting properties of the system …
Incorporating teacher intelligence into digital games: An expert system‐guided self‐regulated learning approach to promoting EFL students' performance in digital …
ST Chu, GJ Hwang, SY Chien… - British Journal of …, 2023 - Wiley Online Library
In recent years, several studies have reported the potential of employing digital games in
EFL (English as Foreign Language) courses to promote students' learning motivation …
EFL (English as Foreign Language) courses to promote students' learning motivation …
Operationalizing and detecting disengagement within online science microworlds
In recent years, there has been increased interest in engagement during learning. This is of
particular interest in the science, technology, engineering, and mathematics domains, in …
particular interest in the science, technology, engineering, and mathematics domains, in …
In vivo experiments on whether supporting metacognition in intelligent tutoring systems yields robust learning
One of the most challenging issues that confronts educational researchers is explaining how
students learn in self-regulated contexts, such as when studying or practicing on their own …
students learn in self-regulated contexts, such as when studying or practicing on their own …
Using information visualization to promote students' reflection on" gaming the system" in online learning
" Gaming the system" is the phenomenon where students attempt to perform well by
systematically exploiting properties of the learning system, rather than learning the material …
systematically exploiting properties of the learning system, rather than learning the material …