Inhaltsverzeichnis
Auswahl der wissenschaftlichen Literatur zum Thema „Game-based learning environments“
Geben Sie eine Quelle nach APA, MLA, Chicago, Harvard und anderen Zitierweisen an
Machen Sie sich mit den Listen der aktuellen Artikel, Bücher, Dissertationen, Berichten und anderer wissenschaftlichen Quellen zum Thema "Game-based learning environments" bekannt.
Neben jedem Werk im Literaturverzeichnis ist die Option "Zur Bibliographie hinzufügen" verfügbar. Nutzen Sie sie, wird Ihre bibliographische Angabe des gewählten Werkes nach der nötigen Zitierweise (APA, MLA, Harvard, Chicago, Vancouver usw.) automatisch gestaltet.
Sie können auch den vollen Text der wissenschaftlichen Publikation im PDF-Format herunterladen und eine Online-Annotation der Arbeit lesen, wenn die relevanten Parameter in den Metadaten verfügbar sind.
Zeitschriftenartikel zum Thema "Game-based learning environments"
Lester, James C., Eun Y. Ha, Seung Y. Lee, Bradford W. Mott, Jonathan P. Rowe und Jennifer L. Sabourin. „Serious Games Get Smart: Intelligent Game-Based Learning Environments“. AI Magazine 34, Nr. 4 (15.12.2013): 31–45. http://dx.doi.org/10.1609/aimag.v34i4.2488.
Der volle Inhalt der QuelleKober, Silvia Erika, Guilherme Wood, Kristian Kiili, Korbinian Moeller und Manuel Ninaus. „Game-based learning environments affect frontal brain activity“. PLOS ONE 15, Nr. 11 (19.11.2020): e0242573. http://dx.doi.org/10.1371/journal.pone.0242573.
Der volle Inhalt der QuelleNousiainen, Tuula, und Marja Kankaanranta. „Exploring Children's Requirements for Game-Based Learning Environments“. Advances in Human-Computer Interaction 2008 (2008): 1–7. http://dx.doi.org/10.1155/2008/284056.
Der volle Inhalt der QuellePalomo-Duarte, Manuel, Anke Berns, Alberto Cejas, Juan Manuel Dodero, Juan Antonio Caballero und Iván Ruiz-Rube. „Assessing Foreign Language Learning Through Mobile Game-Based Learning Environments“. International Journal of Human Capital and Information Technology Professionals 7, Nr. 2 (April 2016): 53–67. http://dx.doi.org/10.4018/ijhcitp.2016040104.
Der volle Inhalt der QuelleMa, Yuxin, Douglas Williams und Louise Prejean. „Understanding the Relationships Among Various Design Components in a Game-Based Learning Environment“. International Journal of Gaming and Computer-Mediated Simulations 4, Nr. 1 (Januar 2012): 68–85. http://dx.doi.org/10.4018/jgcms.2012010104.
Der volle Inhalt der QuelleHung, Cheng-Yu, Yu-Ren Lin, Kai-Yi Huang, Pao-Ta Yu und Jerry Chih-Yuan Sun. „Collaborative Game-Based Learning with Motion-Sensing Technology“. International Journal of Online Pedagogy and Course Design 7, Nr. 4 (Oktober 2017): 53–64. http://dx.doi.org/10.4018/ijopcd.2017100104.
Der volle Inhalt der QuelleChu, Man-Wai, und Teresa Anne Fowler. „Gamification of Formative Feedback in Language Arts and Mathematics Classrooms“. International Journal of Game-Based Learning 10, Nr. 1 (Januar 2020): 1–18. http://dx.doi.org/10.4018/ijgbl.2020010101.
Der volle Inhalt der QuelleIsrael-Fishelson, Rotem, und Arnon Hershkovitz. „Persistence in a Game-Based Learning Environment: The Case of Elementary School Students Learning Computational Thinking“. Journal of Educational Computing Research 58, Nr. 5 (15.11.2019): 891–918. http://dx.doi.org/10.1177/0735633119887187.
Der volle Inhalt der QuelleYegoshyna, G. A., S. M. Voronoy und A. A. Ovdieichuk. „LEARNING SYSTEM DESIGN FOR GAME APPLICATIONS“. Proceedings of the O.S. Popov ОNAT 1, Nr. 2 (31.12.2020): 82–91. http://dx.doi.org/10.33243/2518-7139-2020-1-2-82-91.
Der volle Inhalt der QuelleNolan, Jason, und Melanie McBride. „Beyond gamification: reconceptualizing game-based learning in early childhood environments“. Information, Communication & Society 17, Nr. 5 (25.06.2013): 594–608. http://dx.doi.org/10.1080/1369118x.2013.808365.
Der volle Inhalt der QuelleDissertationen zum Thema "Game-based learning environments"
Deniozou, Thaleia. „Investigating the potential of mobile games as learning environments for independent adult skill development“. Thesis, University of Edinburgh, 2016. http://hdl.handle.net/1842/22926.
Der volle Inhalt der QuelleHess, Taryn. „COMPARISON OF LEARNING EXPERIENCES AND OUTCOMES BETWEEN A SERIOUS GAME-BASED AND NON-GAME-BASED ONLINE AMERICAN HISTORY COURSE“. Doctoral diss., University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2108.
Der volle Inhalt der QuellePh.D.
Other
Education
Education PhD
Mosiane, Segomotso. „Antecedents to the effectiveness of game-based learning environments for the Net generation: A game task fit and flow perspective“. Master's thesis, University of Cape Town, 2017. http://hdl.handle.net/11427/25408.
Der volle Inhalt der QuelleRobberts, Anna Sophia. „Design principles to create an enabling game-based learning environment for the development of 21st century skills“. Thesis, University of Pretoria, 2002. http://hdl.handle.net/2263/78491.
Der volle Inhalt der QuelleThesis (PhD)--University of Pretoria, 2019.
Science, Mathematics and Technology Education
PhD
Unrestricted
Abu, Dawood Sumayah Mohammadlutfi. „Students' Attitudes toward Educational Gamification in Online Learning Environments“. Thesis, University of North Texas, 2019. https://digital.library.unt.edu/ark:/67531/metadc1505265/.
Der volle Inhalt der QuelleMethaneethorn, Jutima. „Towards motivation modelling within a computer game based learning environment“. Thesis, Connect to e-thesis, 2008. http://theses.gla.ac.uk/250/.
Der volle Inhalt der QuellePh.D. thesis submitted to the Faculty of Education, Department of Educational Studies, University of Glasgow, 2008. Includes bibliographical references. Print version also available.
Hyndman, Jennifer. „AmbiLearn: a game-based assessment for learning environment for primary schools“. Thesis, Ulster University, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.593639.
Der volle Inhalt der QuelleByun, JaeHwan. „EFFECTS OF CHARACTER VOICE-OVER ON PLAYERS' ENGAGEMENT IN A DIGITAL ROLE-PLAYING GAME ENVIRONMENT“. OpenSIUC, 2012. https://opensiuc.lib.siu.edu/dissertations/595.
Der volle Inhalt der QuelleHauer, Marina. „A game-based learning approach to building conservation education in UK undergraduate built environment degrees“. Thesis, University of Portsmouth, 2012. https://researchportal.port.ac.uk/portal/en/theses/a-gamebased-learning-approach-to-building-conservation-education-in-uk(065a1b5d-dc9f-4d4e-bed3-6b5aa7cf1d00).html.
Der volle Inhalt der QuelleJohansson, Linda. „The role of serious games in communication and education of climate change“. Thesis, Linköpings universitet, Tema Miljöförändring, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-151289.
Der volle Inhalt der QuelleBücher zum Thema "Game-based learning environments"
Proudfoot, Diane, und B. Jack Copeland. Artificial Intelligence. Herausgegeben von Eric Margolis, Richard Samuels und Stephen P. Stich. Oxford University Press, 2012. http://dx.doi.org/10.1093/oxfordhb/9780195309799.013.0007.
Der volle Inhalt der QuelleBuchteile zum Thema "Game-based learning environments"
Fulya Eyupoglu, T., und John L. Nietfeld. „Intrinsic Motivation in Game-Based Learning Environments“. In Advances in Game-Based Learning, 85–102. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15569-8_5.
Der volle Inhalt der QuelleNietfeld, John, und Lucy R. Shores. „Self-Regulation Within Game-Based Learning Environments“. In Serious Educational Game Assessment, 19–42. Rotterdam: SensePublishers, 2011. http://dx.doi.org/10.1007/978-94-6091-329-7_2.
Der volle Inhalt der QuelleEmihovich, Benjamin, Logan Arrington und Xinhao Xu. „Press Play! How Immersive Environments Support Problem-Solving Skills and Productive Failure“. In Advances in Game-Based Learning, 121–39. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15569-8_7.
Der volle Inhalt der QuelleShelton, Brett E., und Mary Ann Parlin. „Taking Activity-Goal Alignment into Open-Ended Environments: Assessment and Automation in Game-Based Learning“. In Assessment in Game-Based Learning, 105–21. New York, NY: Springer New York, 2012. http://dx.doi.org/10.1007/978-1-4614-3546-4_7.
Der volle Inhalt der QuellePeterson-Ahmad, Maria B., und Melanie Landon-Hays. „Simulated Learning Environments to Support General and Special Education Preparation Programs in Developing Teacher Candidate Instructional Strategies and a Disposition Toward Coaching“. In Advances in Game-Based Learning, 169–82. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-44526-3_12.
Der volle Inhalt der QuelleTorrente, Javier, Pablo Lavín Mera, Pablo Moreno-Ger und Baltasar Fernández-Manjón. „Coordinating Heterogeneous Game-Based Learning Approaches in Online Learning Environments“. In Transactions on Edutainment II, 1–18. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-03270-7_1.
Der volle Inhalt der QuelleBarma, Sylvie, und Sylvie Daniel. „Designing Enhanced Learning Environments in Physics: An Interdisciplinary Collaborative Approach Producing an Instrument for School Success“. In Game-Based Learning Across the Lifespan, 91–113. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-41797-4_7.
Der volle Inhalt der QuelleGibson, David, und Jody Clarke-Midura. „Some Psychometric and Design Implications of Game-Based Learning Analytics“. In E-Learning Systems, Environments and Approaches, 247–61. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-05825-2_17.
Der volle Inhalt der QuelleEl Kouzi, Malek, und Victoria McArthur. „FLCARA: Frog Life Cycle Augmented Reality Game-Based Learning Application“. In Learning and Collaboration Technologies: Games and Virtual Environments for Learning, 17–30. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-77943-6_2.
Der volle Inhalt der QuelleSabourin, Jennifer, Jonathan Rowe, Bradford W. Mott und James C. Lester. „Exploring Inquiry-Based Problem-Solving Strategies in Game-Based Learning Environments“. In Intelligent Tutoring Systems, 470–75. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-30950-2_60.
Der volle Inhalt der QuelleKonferenzberichte zum Thema "Game-based learning environments"
„Designing a Multi-Campus Game Development Course With Hybrid Synchronous and Asynchronous Learning Environments Using Video Conference Systems“. In 2th European Conference on Game Based Learning. ACPI, 2019. http://dx.doi.org/10.34190/gbl.19.140.
Der volle Inhalt der QuelleDunwell, Ian, Panagiotis Petridis, Sylvester Arnab, Aristidis Protopsaltis, Maurice Hendrix und Sara de Freitas. „Blended Game-Based Learning Environments: Extending a Serious Game into a Learning Content Management System“. In 2011 Third International Conference on Intelligent Networking and Collaborative Systems (INCoS). IEEE, 2011. http://dx.doi.org/10.1109/incos.2011.58.
Der volle Inhalt der QuelleWetzel, Verena, und Andreas Dengel. „Game-Based Religion Education In Virtual Environments: A Pilot Study“. In 2021 7th International Conference of the Immersive Learning Research Network (iLRN). IEEE, 2021. http://dx.doi.org/10.23919/ilrn52045.2021.9459353.
Der volle Inhalt der QuelleKirjavainen, Antti. „Process control in the development of game-based learning environments“. In the International Conference. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1690388.1690426.
Der volle Inhalt der QuellePark, Kyungjin, Hyunwoo Sohn, Bradford Mott, Wookhee Min, Asmalina Saleh, Krista Glazewski, Cindy Hmelo-Silver und James Lester. „Detecting Disruptive Talk in Student Chat-Based Discussion within Collaborative Game-Based Learning Environments“. In LAK21: 11th International Learning Analytics and Knowledge Conference. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3448139.3448178.
Der volle Inhalt der QuelleJensen, Camilla Gyldendahl, und Elsebeth Sorensen. „MAINTAINING COLLABORATIVE, DEMOCRATIC AND DIALOGUE-BASED LEARNING PROCESSES IN VIRTUAL AND GAME-BASED LEARNING ENVIRONMENTS“. In 10th annual International Conference of Education, Research and Innovation. IATED, 2017. http://dx.doi.org/10.21125/iceri.2017.0559.
Der volle Inhalt der QuelleGe, Hongwei, Mingde Zhao, Kai Zhang und Liang Sun. „Strategy Selection in Complex Game Environments Based on Transfer Reinforcement Learning“. In 2019 International Joint Conference on Neural Networks (IJCNN). IEEE, 2019. http://dx.doi.org/10.1109/ijcnn.2019.8852019.
Der volle Inhalt der QuelleTan, Jason, und Gautam Biswas. „Simulation-Based Game Learning Environments: Building and Sustaining a Fish Tank“. In 2007 IEEE International Workshop on Digital Games and Intelligent Toys-based Education. IEEE, 2007. http://dx.doi.org/10.1109/digitel.2007.44.
Der volle Inhalt der QuelleTaylor, Sandra, Wookhee Min, Bradford Mott, Andrew Emerson, Andy Smith, Eric Wiebe und James Lester. „Position: IntelliBlox: A Toolkit for Integrating Block-Based Programming into Game-Based Learning Environments“. In 2019 IEEE Blocks and Beyond Workshop (B&B). IEEE, 2019. http://dx.doi.org/10.1109/bb48857.2019.8941222.
Der volle Inhalt der QuelleChang, Yizhe, El-Sayed Aziz, Sven K. Esche und Constantin Chassapis. „Overcoming the Limitations of Current Online Laboratory Systems Using Game-Based Virtual Environments“. In ASME 2011 International Mechanical Engineering Congress and Exposition. ASMEDC, 2011. http://dx.doi.org/10.1115/imece2011-63743.
Der volle Inhalt der Quelle