• Tidak ada hasil yang ditemukan

REFERENCES - SGU Repository

N/A
N/A
Nguyễn Gia Hào

Academic year: 2023

Membagikan "REFERENCES - SGU Repository"

Copied!
3
0
0

Teks penuh

(1)

THE IMPACT OF DIGITAL GAME-BASED LEARNING

ON CHILDREN PROBLEM SOLVING SKILLS Page 46 of 56

REFERENCES

Abrams, S. S., “A gaming frame of mind: digital contexts and academic implications,”Educa- tional Media International, 2009.

Altshuller,Creativity As an Exact Science, CRC Press, 1984.

Catherine Beavis, J. A. O., “Computer Games - Pushing at the Boundaries of Literacy,”Aus- tralian Journal of Language and Literacy, pp. 65–76, 2010.

Chuang, T.-Y. and Wei-Fan, “Effect of Computer-Based Video Games on Children: An Experi- mental Study,” in “Proceedings of the The First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning,” DIGITEL ’07, pp. 114–118, Washington, DC, USA:

IEEE Computer Society, 2007, URLhttp://dx.doi.org/10.1109/DIGITEL.2007.

24.

Dale, N. B., Weems, C., McMillan, M., and Headington, M.,Programming and Problem Solving with Visual Basic.Net, USA: Jones and Bartlett Publishers, Inc., 1st edition, 2002.

David Miller, D. P. R., “Using a games console in the primary classroom: Effects of ’Brain Training’ programme on computation and selfâ ˘A ˇResteem,”British Journal of Educational Tech- nology, pp. 242–255, 2010.

David Wenhao Huang, T. J., “Instructional game design using cognitive load theory,”ndbook of research on effective electronic gaming in education, 2008.

Deniz Eseryel, D. I. X. G., Victor Law and Miller, R., “An Investigation of the Interrelationships between Motivation, Engagement, and Complex Problem Solving in Game-based Learning,”

Educational Technology Society, 2014.

Kelleher, C. and Pausch, R., “Lowering the Barriers to Programming: A Taxonomy of Programming Environments and Languages for Novice Programmers,” ACM Comput. Surv., volume 37(2) pp. 83–137, 2005, URL http://doi.acm.org/10.1145/1089733.

1089734.

Kim, H., Choi, H., Han, J., and So, H.-J., “Enhancing teachers’ ICT capacity for the 21st century learning environment: Three cases of teacher education in Korea,”Australasian Jour- nal of Educational Technology, volume 28(6) pp. 965–982, 2012, URL https://www.

learntechlib.org/p/44264.

Kris M.Y Law, V. L., Yuentak Yu, “Learning Motivation in E-learning Facilitated Computer Programming Courses,”Journal Computers Education, pp. 218–228, 2010.

Arega Nazar

(2)

THE IMPACT OF DIGITAL GAME-BASED LEARNING

ON CHILDREN PROBLEM SOLVING SKILLS Page 47 of 56

Lee, Y.-J., “Scratch: Multimedia Programming Environment for Young Gifted Learners,”

Gifted Child Today Magazine, volume 34(2) pp. 26–31, 2011a, URL https://www.

learntechlib.org/p/109563.

Lee, Y.-J., “Scratch: Multimedia Programming Environment for Young Gifted Learners,”

Gifted Child Today Magazine, volume 34(2) pp. 26–31, 2011b, URL https://www.

learntechlib.org/p/109563.

Lucas Gillispie, M. A. P., Florence Martin, “Effects of a 3-D Video Game on Middle School Student Achievement and Attitude in Mathematics,” Electronic Journal of Mathematics and Technology, pp. 68–80, 2010.

Navarro, E. O. and v. d. Hoek, A., “Comprehensive Evaluation of an Educational Software Engineering Simulation Environment,” in “20th Conference on Software Engineering Education Training (CSEET’07),” pp. 195–202, 2007.

Oguz Serin, G. S., Bulut Nerguz Serin, “ġrlkÃ˝uħretim DÃijzeyindeki à ˘Gocuklar ġrÃ˘gin Problem à ˘GÃ˝uzme Envanteriâ ˘A ´Znin (à ˘GPà ˘GE) Geliŧtirilmesi,”Elementary Education On- line, p. 446â ˘A ¸S458, 2010.

Papastergiou, M., “Digital game-based learning in high school computer science education:

Impact on educational effectiveness and student motivation,”Computers Education, pp. 1–12, 2009.

Pardamean, B., Evelin, E., and Honni, H., “The Effect of Logo Programming Language for Cre- ativity and Problem Solving,” in “Proceedings of the 10th WSEAS International Conference on E-Activities,” E-ACTIVITIES’11, pp. 151–156, Stevens Point, Wisconsin, USA: World Scien- tific and Engineering Academy and Society (WSEAS), 2011, URLhttp://dl.acm.org/

citation.cfm?id=2183339.2183363.

Polya G, J. H. C.,How to Solve It: A New Aspect of Mathematical Method, Princeton University Press, 2004.

Prensky, M.,Digital Game-Based Learning, McGraw-Hill, 2001.

Prensky, M., “Digital Game-Based Learning,”ACM Computers in Entertaiment, pp. 1–4, 2003.

Shaffer, D. W.,How Computer Games Help Children Learn, Palgrave Macmilla, 2016.

Shearer, J. D., “Development of a digital game-based learning best practices checklist,” Techni- cal report, Graduate College of Bowling Green State University, 2011.

Squire, K., Barnett, M., Grant, J. M., and Higginbotham, T., “Electromagnetism Super- charged!: Learning Physics with Digital Simulation Games,” in “Proceedings of the 6th Interna- tional Conference on Learning Sciences,” ICLS ’04, pp. 513–520, International Society of the Arega Nazar

(3)

THE IMPACT OF DIGITAL GAME-BASED LEARNING

ON CHILDREN PROBLEM SOLVING SKILLS Page 48 of 56

Learning Sciences, 2004, URLhttp://dl.acm.org/citation.cfm?id=1149126.

1149189.

Stevens, D. A., “Leveraging Technology to Improve Test Scores: A Case Study of Low-income Hispanic Students,”nternational Conference on Learning with Technology Temple University, 2000.

Tobias, S. and Fletcher, D., Learning from Computer Games: A Research Review, pp. 6–17, Berlin, Heidelberg: Springer Berlin Heidelberg, 2012, URL http://dx.doi.org/10.

1007/978-3-642-33814-4_2.

Toprac, P.,Motivating By Design: Using Digital Game Based Learning Techniques to Create an Interesting Problem Based Learning Environment, IGI Global, 2011.

Tsung-Yu Liu, Y.-L. C., “Using ubiquitous games in an English listening and speaking course:

Impact on learning,”Computers Education, 2010.

Wainess, S. R., “The potential of games simulations for learning and assessment,” in “Proc.

CRESST:The Future of Test-based Educational Accountability,” , 2007.

Wilson, A., Hainey, T., and Connolly, T., “Evaluation of computer games developed by primary school children to gauge understanding of programming concepts,” in “European Conference on Games Based Learning,” p. 549, Academic Conferences International Limited, 2012.

Wilson, A. and Moffat, D. C., “Evaluating Scratch to introduce younger schoolchildren to pro- gramming,”Psychology of Programming Interest Group, 2010.

Ya Ting, C. Y., “Building virtual cities, inspiring intelligent citizens: Digital games for devel- oping students’ problem solving and learning motivation,”Computers Education, pp. 365–377, 2012.

Arega Nazar

Referensi

Dokumen terkait

Learning Outcomes Knowledge : Facts: Concepts , Procedures of Theories: A Cognitive & Knowledge Skills : Application of skills when creative thinking for problem solving is