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Computer games in education
RE Mayer - Annual review of psychology, 2019 - annualreviews.org
Visionaries offer strong claims for the educational benefits of computer games, but there is a
need to test those claims with rigorous scientific research and ground them in evidence …
need to test those claims with rigorous scientific research and ground them in evidence …
The use of gamification in education: a bibliometric and text mining analysis
J Martí‐Parreño, E Méndez‐Ibáñez… - Journal of computer …, 2016 - Wiley Online Library
The use of games in education represents a promising tool to motivate and engage students
in their learning process. Most of previous research on the topic has focused to develop …
in their learning process. Most of previous research on the topic has focused to develop …
[KİTAP][B] Handbook of game-based learning
A comprehensive introduction to the latest research and theory on learning and instruction
with computer games. This book offers a comprehensive introduction to the latest research …
with computer games. This book offers a comprehensive introduction to the latest research …
Foundations of game-based learning
In this article we argue that to study or apply games as learning environments, multiple
perspectives have to be taken into account. We first define game-based learning and …
perspectives have to be taken into account. We first define game-based learning and …
Effects of digital game-based learning on students' digital etiquette literacy, learning motivations, and engagement
Y Zheng, J Zhang, Y Li, X Wu, R Ding, X Luo, P Liu… - Heliyon, 2024 - cell.com
Recent years have seen a substantial rise in the number of children and teenagers surfing
the Internet; however, not all use this resource responsibly. Digital etiquette, a core element …
the Internet; however, not all use this resource responsibly. Digital etiquette, a core element …
A brief history of serious games
P Wilkinson - … Computing and Serious Games: International GI …, 2016 - Springer
Serious Games are now an established field of study. In this field most would attribute the
rise of Serious Games to Clark C Abt's creation of the term in 1970, or indeed Ben Sawyer's …
rise of Serious Games to Clark C Abt's creation of the term in 1970, or indeed Ben Sawyer's …
[KİTAP][B] Excitable speech: A politics of the performative
J Butler - 2021 - taylorfrancis.com
'When we claim to have been injured by language, what kind of claim do we make?'-Judith
Butler, Excitable Speech Excitable Speech is widely hailed as a tour de force and one of …
Butler, Excitable Speech Excitable Speech is widely hailed as a tour de force and one of …
What video games have to teach us about learning and literacy
JP Gee - Computers in entertainment (CIE), 2003 - dl.acm.org
Good computer and video games like System Shock 2, Deus Ex, Pikmin, Rise of Nations,
Neverwinter Nights, and Xenosaga: Episode 1 are learning machines. They get themselves …
Neverwinter Nights, and Xenosaga: Episode 1 are learning machines. They get themselves …
[KİTAP][B] E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning
RC Clark, RE Mayer - 2023 - books.google.com
Improve the quality of your eLearning materials with evidence-based guidelines e-Learning
and the Science of Instruction, 5th Edition: Proven Guidelines for Consumers and Designers …
and the Science of Instruction, 5th Edition: Proven Guidelines for Consumers and Designers …
Digital games & special education
I Chaidi, A Drigas - Technium Soc. Sci. J., 2022 - HeinOnline
Educators define three factors of interaction or as they refer to the 3 C's in education:
Children (children), Community (communication), and Computer (computers)[1]. Information …
Children (children), Community (communication), and Computer (computers)[1]. Information …