Zeitschriftenartikel zum Thema „Game-based learning environments“
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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 QuelleMarklund, Björn Berg, Per Backlund, Carl-Johan Dahlin, Henrik Engström und Ulf Wilhelmsson. „A Game-Based Approach to Support Social Presence and Awareness in Distributed Project-Based Learning“. International Journal of Game-Based Learning 4, Nr. 1 (Januar 2014): 1–20. http://dx.doi.org/10.4018/ijgbl.2014010101.
Der volle Inhalt der QuelleAn, Yun-Jo, und Li Cao. „Examining the Characteristics of Digital Learning Games Designed by In-service Teachers“. International Journal of Game-Based Learning 7, Nr. 4 (Oktober 2017): 73–85. http://dx.doi.org/10.4018/ijgbl.2017100104.
Der volle Inhalt der QuelleKucher, Tetyana. „Principles and Best Practices of Designing Digital Game-Based Learning Environments“. International Journal of Technology in Education and Science 5, Nr. 2 (17.03.2021): 213–23. http://dx.doi.org/10.46328/ijtes.190.
Der volle Inhalt der QuelleSabourin, Jennifer L., Lucy R. Shores, Bradford W. Mott und James C. Lester. „Understanding and Predicting Student Self-Regulated Learning Strategies in Game-Based Learning Environments“. International Journal of Artificial Intelligence in Education 23, Nr. 1-4 (22.10.2013): 94–114. http://dx.doi.org/10.1007/s40593-013-0004-6.
Der volle Inhalt der QuelleGök, Mustafa, und Mevlüt İnan. „Sixth-grade students’ experiences of a digital game-based learning environment: A didactic analysis“. JRAMathEdu (Journal of Research and Advances in Mathematics Education) 6, Nr. 2 (01.04.2021): 142–57. http://dx.doi.org/10.23917/jramathedu.v6i2.13687.
Der volle Inhalt der QuelleLu, Yu-Ling, und Chi-Jui Lien. „Are They Learning or Playing? Students’ Perception Traits and Their Learning Self-Efficacy in a Game-Based Learning Environment“. Journal of Educational Computing Research 57, Nr. 8 (21.01.2019): 1879–909. http://dx.doi.org/10.1177/0735633118820684.
Der volle Inhalt der QuelleFan, Angela, Jack Urbanek, Pratik Ringshia, Emily Dinan, Emma Qian, Siddharth Karamcheti, Shrimai Prabhumoye et al. „Generating Interactive Worlds with Text“. Proceedings of the AAAI Conference on Artificial Intelligence 34, Nr. 02 (03.04.2020): 1693–700. http://dx.doi.org/10.1609/aaai.v34i02.5532.
Der volle Inhalt der QuelleGroff, Jennifer S. „The potentials of game-based environments for integrated, immersive learning data“. European Journal of Education 53, Nr. 2 (24.04.2018): 188–201. http://dx.doi.org/10.1111/ejed.12270.
Der volle Inhalt der QuelleByun, JaeHwan, und Christian S. Loh. „Audial engagement: Effects of game sound on learner engagement in digital game-based learning environments“. Computers in Human Behavior 46 (Mai 2015): 129–38. http://dx.doi.org/10.1016/j.chb.2014.12.052.
Der volle Inhalt der QuelleD’Alba, Adriana, Anjum Najmi, Jonathan Gratch und Chris Bigenho. „Virtual Learning Environments. The oLTECx“. International Journal of Gaming and Computer-Mediated Simulations 3, Nr. 1 (Januar 2011): 33–50. http://dx.doi.org/10.4018/jgcms.2011010103.
Der volle Inhalt der QuelleLester, James C., Hiller A. Spires, John L. Nietfeld, James Minogue, Bradford W. Mott und Eleni V. Lobene. „Designing game-based learning environments for elementary science education: A narrative-centered learning perspective“. Information Sciences 264 (April 2014): 4–18. http://dx.doi.org/10.1016/j.ins.2013.09.005.
Der volle Inhalt der QuelleLiu, Kuo-Yu. „The MORPG-based Learning System for Multiple Courses“. International Journal of Distance Education Technologies 13, Nr. 1 (Januar 2015): 103–23. http://dx.doi.org/10.4018/ijdet.2015010106.
Der volle Inhalt der QuelleKiourt, Chairi, und Dimitris Kalles. „Synthetic learning agents in game-playing social environments“. Adaptive Behavior 24, Nr. 6 (Dezember 2016): 411–27. http://dx.doi.org/10.1177/1059712316679239.
Der volle Inhalt der QuelleCloude, Elizabeth B., Dan Carpenter, Daryn A. Dever, Roger Azevedo und James Lester. „Game-Based Learning Analytics for Supporting Adolescents’ Reflection“. Journal of Learning Analytics 8, Nr. 2 (03.09.2021): 51–72. http://dx.doi.org/10.18608/jla.2021.7371.
Der volle Inhalt der QuelleMiettinen, Tuomas, Juho Salmi, Kunal Gupta, Jussi Koskela, Janne Kauttio, Tommi Karhela und Sampsa Ruutu. „Applying Modelica Tools to System Dynamics Based Learning Games: Project Management Game“. Modelling and Simulation in Engineering 2016 (2016): 1–13. http://dx.doi.org/10.1155/2016/8324914.
Der volle Inhalt der QuellePetersen, Sobah Abbas, Manuel Oliveira, Kristin Hestetun und Anette Østbø Sørensen. „ALF - a Framework for Evaluating Accelerated Learning in Industry“. International Journal of Serious Games 6, Nr. 3 (20.09.2019): 81–99. http://dx.doi.org/10.17083/ijsg.v6i3.314.
Der volle Inhalt der QuelleJanakiraman, Shamila, Sunnie Lee Watson und William R. Watson. „Using Game-based Learning to Facilitate Attitude Change for Environmental Sustainability“. Journal of Education for Sustainable Development 12, Nr. 2 (September 2018): 176–85. http://dx.doi.org/10.1177/0973408218783286.
Der volle Inhalt der QuelleChoi, YoungMee. „A Functional Game Application for Korean Words Learning Based on Smartphone Environments“. Journal of Multimedia Information System 6, Nr. 4 (31.12.2019): 259–64. http://dx.doi.org/10.33851/jmis.2019.6.4.259.
Der volle Inhalt der QuelleAlper, Ayfer, Elif Şengün Öztaş, Handan Atun, Dinçer Çınar und Musa Moyenga. „A Systematic Literature Review towards the Research of Game-Based Learning with Augmented Reality“. International Journal of Technology in Education and Science 5, Nr. 2 (17.03.2021): 224–44. http://dx.doi.org/10.46328/ijtes.176.
Der volle Inhalt der QuelleRowe, Jonathan P., Eleni V. Lobene, Bradford W. Mott und James C. Lester. „Play in the Museum“. International Journal of Gaming and Computer-Mediated Simulations 9, Nr. 3 (Juli 2017): 96–113. http://dx.doi.org/10.4018/ijgcms.2017070104.
Der volle Inhalt der QuelleJo, Jaechoon, Wonhui Yu, Kyu Han Koh und Heuiseok Lim. „Development of a Game-Based Learning Judgment System for Online Education Environments Based on Video Lecture: Minimum Learning Judgment System“. Journal of Educational Computing Research 56, Nr. 6 (25.10.2017): 802–25. http://dx.doi.org/10.1177/0735633117734122.
Der volle Inhalt der QuelleBounajim, Dolly, Arif Rachmatullah, Danielle Boulden, Bradford Mott, James Lester, Trudi Lord, Frieda Reichsman, Paul Horwitz, Chad Dorsey und Eric Wiebe. „Utilizing Cognitive Load Theory and Evidence-Centered Design to Inform the Design of Game-Based Learning Environments“. Proceedings of the Human Factors and Ergonomics Society Annual Meeting 64, Nr. 1 (Dezember 2020): 826–30. http://dx.doi.org/10.1177/1071181320641192.
Der volle Inhalt der QuelleBroza, Orit, und Yifat Ben-David Kolikant. „The Potential of Rich Digital Game-Based Learning Environments to Promote Low-Achieving Students' Participation in Mathematics“. International Journal of Game-Based Learning 10, Nr. 4 (Oktober 2020): 40–54. http://dx.doi.org/10.4018/ijgbl.2020100103.
Der volle Inhalt der QuelleBakan, Ugur, und Ufuk Bakan. „Game-Based Learning Studies in Education Journals: A Systematic Review of Recent Trends“. Actualidades Pedagógicas, Nr. 72 (29.07.2018): 119–45. http://dx.doi.org/10.19052/ap.5245.
Der volle Inhalt der QuelleUrun, Mehmet Fatih, Hasan Aksoy und Rasim Comez. „Supporting Foreign Language Vocabulary Learning Through Kinect-Based Gaming“. International Journal of Game-Based Learning 7, Nr. 1 (Januar 2017): 20–35. http://dx.doi.org/10.4018/ijgbl.2017010102.
Der volle Inhalt der QuelleWilliams, Douglas, Yuxin Ma, Steven Feist, Charles E. Richard und Louise Prejean. „The design of an analogical encoding tool for game-based virtual learning environments“. British Journal of Educational Technology 38, Nr. 3 (Mai 2007): 429–37. http://dx.doi.org/10.1111/j.1467-8535.2007.00707.x.
Der volle Inhalt der QuelleStavroulia, Kalliopi Evangelia, Evanthia Makri-Botsari, Sarantos Psycharis und Gerassimos Kekkeris. „Emotional experiences in simulated classroom training environments“. International Journal of Information and Learning Technology 33, Nr. 3 (06.06.2016): 172–85. http://dx.doi.org/10.1108/ijilt-10-2015-0030.
Der volle Inhalt der QuelleAk, Oguz, und Birgul Kutlu. „Comparing 2D and 3D game-based learning environments in terms of learning gains and student perceptions“. British Journal of Educational Technology 48, Nr. 1 (17.08.2015): 129–44. http://dx.doi.org/10.1111/bjet.12346.
Der volle Inhalt der QuelleHsu, Tien-Yu. „Constructing a gamed-based learning website for children“. International Journal of Humanities and Arts Computing 6, Nr. 1-2 (März 2012): 184–203. http://dx.doi.org/10.3366/ijhac.2012.0048.
Der volle Inhalt der QuelleAbdullah Alhebshi, Amal, und Maha Saeed Halabi. „Teachers’ and Learners’ Perceptions Towards Digital Game-Based Learning in ESL Classroom“. Journal for the Study of English Linguistics 8, Nr. 1 (15.07.2020): 166. http://dx.doi.org/10.5296/jsel.v8i1.17353.
Der volle Inhalt der QuelleCosta, Maria Cristina, António Manso und João Patrício. „Design of a Mobile Augmented Reality Platform with Game-Based Learning Purposes“. Information 11, Nr. 3 (26.02.2020): 127. http://dx.doi.org/10.3390/info11030127.
Der volle Inhalt der QuelleWatson, William R., und Jun Fang. „PBL as a Framework for Implementing Video Games in the Classroom“. International Journal of Game-Based Learning 2, Nr. 1 (Januar 2012): 77–89. http://dx.doi.org/10.4018/ijgbl.2012010105.
Der volle Inhalt der QuelleMcNamara, Alison. „Digital Gesture-Based Games“. International Journal of Game-Based Learning 6, Nr. 4 (Oktober 2016): 52–72. http://dx.doi.org/10.4018/ijgbl.2016100104.
Der volle Inhalt der QuelleTobar-Muñoz, Hendrys, Juan G. Cárcamo, Henner Solarte, Christiam Ventes und Jorge H. Mesa. „Videogames and Innovation: Fostering Innovators’ Skills in Online-Learning Environments“. Sustainability 12, Nr. 21 (07.11.2020): 9264. http://dx.doi.org/10.3390/su12219264.
Der volle Inhalt der QuelleSlussareff, Michaela, und Vít Šisler. „Higher Sustainability of Mental Models Acquired from a Digital Game in Comparison with a Live Action Role-playing Game and a Traditional Lecture“. Masaryk University Journal of Law and Technology 14, Nr. 1 (05.05.2020): 29–52. http://dx.doi.org/10.5817/mujlt2020-1-2.
Der volle Inhalt der QuelleMystakidis, Stylianos, und Eleni Berki. „The Case of Literacy Motivation“. International Journal of Web-Based Learning and Teaching Technologies 13, Nr. 1 (Januar 2018): 64–79. http://dx.doi.org/10.4018/ijwltt.2018010105.
Der volle Inhalt der QuelleJaderberg, Max, Wojciech M. Czarnecki, Iain Dunning, Luke Marris, Guy Lever, Antonio Garcia Castañeda, Charles Beattie et al. „Human-level performance in 3D multiplayer games with population-based reinforcement learning“. Science 364, Nr. 6443 (30.05.2019): 859–65. http://dx.doi.org/10.1126/science.aau6249.
Der volle Inhalt der QuelleGannon, Neil, und Paul Powell. „Motion and Audio Capture of Lectures for Use in Digital Game Based Learning Environments“. International Journal for Cross-Disciplinary Subjects in Education 5, Special 1 (01.03.2015): 2385–93. http://dx.doi.org/10.20533/ijcdse.2042.6364.2015.0326.
Der volle Inhalt der QuelleJuracz, Laszlo. „Developing Courses with Holorena, A Framework for Scenario- and Game Based E-Learning Environments“. International Journal of Software Engineering & Applications 1, Nr. 4 (29.10.2010): 1–17. http://dx.doi.org/10.5121/ijsea.2010.1401.
Der volle Inhalt der QuelleNeville, David O. „Structuring Narrative in 3D Digital Game-Based Learning Environments to Support Second Language Acquisition“. Foreign Language Annals 43, Nr. 3 (16.08.2010): 446–69. http://dx.doi.org/10.1111/j.1944-9720.2010.01092.x.
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