Proceedings fo the 7th European Conference on Games Based Learning ECGBL 2013

Page 231

Thomas Hainey and Thomas Connolly Ruphina, A. and Liu, M. (2011). Digital Games: Potential Integration of Mingoville Games in Learning English as a Foreign Language. In M. Koehler and P. Mishra (Eds.), Proceedings of Society for Information Technology and Teacher Education International Conference 2011 (pp. 2216‐2222). Chesapeake, VA: AACE. Saridaki, M., Chaniotakis, G., Manoli, V., Dionissios, M., Karafotia, M., Gouscos, D. and Meimaris, M. (2008). Applying Digital Game‐Based Learning Solutions to the Primary and Special Classroom: Results From Field Studies. In Proceedings of nd the 2 European Conference on Games‐Based Learning (EC‐GBL), Barcelona, Spain. Segers, E. and Verhoeven, L. (2005). Long‐Term Effects of Computer Training of Phonological Awareness in Kindergarten. Journal of Computer Assisted Learning, 21(1), 17‐27. Suh, S., Kim, S.W. and Kim, N. J. (2010). Effectiveness of MMORPG‐based instruction in elementary English education in Korea.Journal of Computer Assisted Learning, 26, 370–378. Vos, N., van der Miejden, H. and Denessen, E. (2011). Effects of constructing versus playing an educational game on student motivation and deep learning strategy use. Computers and Education, 56(1). 127‐137. Wrzesien, M. and Alcaniz Raya, M. (2010). Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E‐Junior project. Computers & Education, 55(1), 178–187. Wang, T. (2008). Web‐based quiz‐game‐like formative assessment: Development and evaluation. Computers & Education, 51(3), 1247–1263. Yang, C. J, Chen, C. H. and Jeng, M. C. (2010). Integrating video‐capture virtual reality technology into a physically interactive learning environment for English learning. Computers and Education, 55(3), 1346‐1356.

207


Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.