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Improving student creativity through digital technology products: A literature review
C Tang, S Mao, SE Naumann, Z ** and sustaining 21st century skills?
Serious games (SG) are innovative tools that are widely recognized as having considerable
potential to foster and support active learning. This article addresses the question of whether …
potential to foster and support active learning. This article addresses the question of whether …
Playability: analysing user experience in video games
JLG Sánchez, FLG Vela, FM Simarro… - Behaviour & …, 2012 - Taylor & Francis
Currently, few studies focus on analysing the degree of the Player eXperience (PX) in video
games. Video games have now become interactive entertainment systems with a high …
games. Video games have now become interactive entertainment systems with a high …
Customizing scaffolds for game-based learning in physics: Impacts on knowledge acquisition and game design creativity
GYM Kao, CH Chiang, CT Sun - Computers & Education, 2017 - Elsevier
Scaffolds in games have the potential to facilitate learning effects in addition to assisting the
gaming process. However, studies on game-based science learning usually only adopt …
gaming process. However, studies on game-based science learning usually only adopt …
Defining ubiquity: Introduction to the Routledge Handbook of Sport and New Media
AC Billings, M Hardin, NA Brown - Routledge handbook of sport …, 2014 - taylorfrancis.com
By definition, a Handbook covers a great deal of intellectual terrain. However, the Routledge
Handbook of Sport and New Media canvasses not just a great deal of scholarship, but also …
Handbook of Sport and New Media canvasses not just a great deal of scholarship, but also …
[PDF][PDF] Game-based learning studies in education journals: A systematic review of recent trends
This study investigates descriptively the use of game-based applications in learning and
teaching environments. Each empirical finding was categorized according to paper title, year …
teaching environments. Each empirical finding was categorized according to paper title, year …
Minecraft and machinima in action: Development of creativity in the classroom
M Checa-Romero, I Pascual Gómez - Technology, Pedagogy and …, 2018 - Taylor & Francis
Numerous studies show the positive effects of introducing video games into learning
contexts. These instruments help develop twenty-first-century skills, such as creativity, from a …
contexts. These instruments help develop twenty-first-century skills, such as creativity, from a …
A Holistic Digital Game-Based Learning Approach to Out-of-School Primary Programming Education.
T Panskyi, Z ROWIŃSKA - Informatics in education, 2021 - ceeol.com
This paper presents an innovative educational approach to organizing the out-of-school
teaching of programming in middle childhood. The proposed DGBL model includes three …
teaching of programming in middle childhood. The proposed DGBL model includes three …
The impact of video game play on human (and orc) creativity
The impact of video games on society has been debated for decades. In this chapter, we
examine the potential impact of video games, both violent and nonviolent, on players' …
examine the potential impact of video games, both violent and nonviolent, on players' …