Storification in History education A mobile game in and about medieval Amsterdam.docx

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Storification in History education A mobile game in and about medieval Amsterdam.docx

StorificationinHistoryeducationAmobilegameinandaboutmedievalAmsterdam

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2,231articlesfoundfor:

pub-date>2008andtak((computerorphoneoripadoripodoriphoneorcellphone)and(gameoreducationorBBSorblogorcommunityorzoneorpersonalorcommunicaionorstudentorschoolorworkeroremployeeormedical))

 

DigitalGame-BasedLearninginhighschoolComputerScienceeducation:

Impactoneducationaleffectivenessandstudentmotivation?

?

OriginalResearchArticle

Computers&Education

Personalizedblogcontentrecommendersystemformobilephoneusers?

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OriginalResearchArticle

InternationalJournalofHuman-ComputerStudies,

Extendingfamilytoschoollife:

Collegestudents¡¯useofthemobilephone?

?

OriginalResearchArticle

InternationalJournalofHuman-ComputerStudies

Evaluationoftheprimaryschoollevelstudents¡¯attitudestowardsmobilephones?

?

OriginalResearchArticle

Procedia-SocialandBehavioralSciences

Treatingcockroachphobiausingaseriousgameonamobilephoneandaugmentedrealityexposure:

Asinglecasestudy?

?

OriginalResearchArticle

ComputersinHumanBehavior,

Formonestudents¡¯engagementwithcomputergamesanditseffectontheiracademicachievementinaMalaysiansecondaryschool?

?

OriginalResearchArticle

Computers&Education

Toblogornottoblog:

Studentperceptionsofblogeffectivenessforlearninginacollege-levelcourse?

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OriginalResearchArticle

TheInternetandHigherEducation

Theeffectsofcomputergamesonprimaryschoolstudents¡¯achievementandmotivationingeographylearning?

?

OriginalResearchArticle

Computers&Education

Theimplementationofacomputergameforlearningaboutgeographybyprimaryschoolstudentsisthefocusofthisarticle.Researchersdesignedanddevelopedathree-dimensionaleducationalcomputergame.TwentyfourstudentsinfourthandfifthgradesinaprivateschoolinAnkara,Turkeylearntaboutworldcontinentsandcountriesthroughthisgameforthreeweeks.Theeffectsofthegameenvironmentonstudents¡¯achievementandmotivationandrelatedimplementationissueswereexaminedthroughbothquantitativeandqualitativemethods.Ananalysisofpreandpostachievementtestsshowedthatstudentsmadesignificantlearninggainsbyparticipatinginthegame-basedlearningenvironment.Whencomparingtheirmotivationswhilelearninginthegame-basedlearningenvironmentandintheirtraditionalschoolenvironment,itwasfoundthatstudentsdemonstratedstatisticallysignificanthigherintrinsicmotivationsandstatisticallysignificantlowerextrinsicmotivationslearninginthegame-basedenvironment.Inaddition,theyhaddecreasedfocusongettinggradesandtheyweremoreindependentwhileparticipatinginthegame-basedactivities.Thesepositiveeffectsonlearningandmotivation,andthepositiveattitudesofstudentsandteacherssuggestthatcomputergamescanbeusedasanICTtoolinformallearningenvironmentstosupportstudentsineffectivegeographylearning.

ArticleOutline

1.Introduction

2.Relatedliterature

3.Method

3.1.Researchcontextandparticipants

3.2.Designofthegame-basedlearningenvironment

3.3.Procedures

3.4.Datasources

3.5.Dataanalysis

4.Quantitativeresults

5.Qualitativeresults

5.1.Game-basedlearningenvironment

5.2.Generalimplementationissues

5.3.Responsestothefouropen-endedquestions

5.4.Analysisoftheinterviews

6.Discussionandimplications

7.Futurework

8.Conclusion

Acknowledgements

 

Developmentofacomprehensivemedicalrecorderonacellphone?

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OriginalResearchArticle

ComputerMethodsandProgramsinBiomedicine

Papermedicaldiarieshaveeffectivelybeenusedinchronicdiseasesforself-managementwithoutinformationandcommunicationtechnologyformanycases.Tofacilitateself-controlinchronicdiseases,andobserveone'sownconditionobjectivelyandcontinuously,wedevelopedacellphone-basedmedicalrecorder(MedData)forpatientswithchronicdiseases.TheMedDataisbasedontheJava2MicroEditionandDoJa-3.5(NTTDoCoMo,Inc.),anditrunslikeaschedulerwithacalendar,diary,anddataentrycanvas.TheMedDatastoreslaboratorydata,suchasbloodpressure,BUN(bloodureanitrogen),creatinine,HbA1c(glycosylatedhemoglobin),andotherpertinentcomments,intoacellphonememory.Detailedgraphicdisplaysofthedataareautomaticallyvisualized.TheMedDatacancustomizerecordingevents,items,prescriptions,andgraphicsallonthecellphone.ThesecanthenbetransferredviaaninfraredportbetweenacellphoneandaPC.

ArticleOutline

1.Introduction

2.Systemdescription

2.1.Systemoverview

2.2.Datastructuresofthesystem

2.3.Userinterface

2.4.Hardwareandsoftwarespecifications

3.Statusreport

4.Discussion

4.1.Aimsofthecellphoneapplication

4.2.Manualdatainput

4.3.Customization

4.4.Cellphonememory

5.Futureplans

Conflictofintereststatement

Acknowledgements

References

 

ProblematicInternetandmobilephoneuseandclinicalsymptomsincollegestudents:

Theroleofemotionalintelligence?

?

OriginalResearchArticle

ComputersinHumanBehavior

ThisstudydealswithmaladaptiveuseoftheInternetandthemobilephoneanditsrelationshiptosymptomsofpsychologicaldistressandmentaldisorder,aswellastothepossibleroleofPerceivedEmotionalIntelligenceinthisrelationship.Threehundredandsixty-fiveundergraduateuniversityfreshmenatRamonLlullUniversity,Barcelona(Spain),majoringinfourdifferentstudies(Psychology,Education,JournalismandBroadcasting,andHealthStudies)repliedtoscalesassessingthenegativeconsequencesofmaladaptiveuseofboththeInternet(CERI)andthemobilephone(CERM),aself-reportscaleonPerceivedEmotionalIntelligence(TMMS-24),andaclinicalinstrumenttocheckforcomplaintsrelatedtothepresenceofpsychologicaldistress(SymptomChecklist-90-R;SCL-90-R).ResultsindicatethatpsychologicaldistressisrelatedtomaladaptiveuseofboththeInternetandthemobilephone;femalesscoredhigherthanmalesonthemobilephonequestionnaire,showingmorenegativeconsequencesofitsmaladaptiveuse.Withrespecttomajorstudy,studentsofJournalismandBroadcastingshowedamoremaladaptivepatternofInternetusethanstudentsofothermajors.ThecomponentsofPerceivedEmotionalIntelligencecontributedtotheexplanationofthevarianceofthegeneralindicatorsofpsychologicaldistress,buttoalesserdegreethanmaladaptiveuseofInternetandmobilephone.

ArticleOutline

1.Introduction

1.1.Purposeofthisstudy

2.Materialsandmethods

2.1.Participants

2.2.Instruments

2.3.Dataanalysis

3.Results

4.Discussion

Acknowledgements

References

 

Exploringthepotentialofcomputerandvideogamesforhealthandphysicaleducation:

Aliteraturereview?

?

OriginalResearchArticle

Computers&Education

ThisstudyaimsatcriticallyreviewingrecentlypublishedscientificliteratureontheuseofcomputerandvideogamesinHealthEducation(HE)andPhysicalEducation(PE)withaview:

(a)toidentifyingthepotentialcontributionoftheincorporationofelectronicgamesaseducationaltoolsintoHEandPEprograms,(b)topresentasynthesisoftheavailableempiricalevidenceontheeducationaleffectivenessofelectronicgamesinHEandPE,and(c)todefinefutureresearchperspectivesconcerningtheeducationaluseofelectronicgamesinHEandPE.Aftersystematicallysearchingonlinebibliographicdatabases,34relevantarticleswerelocatedandincludedinthestudy.Followingthecategorizationschemeproposedby[Dempsey,J.,Rasmussen,K.,&Lucassen,B.(1996).Theinstructionalgamingliterature:

Implicationsand99sources.UniversityofSouthAlabama,CollegeofEducation,TechnicalReportNo.96-1],thosearticlesweregroupedintothefollowingfourcategories:

(a)research,(b)development,(c)discussionand(d)theory.TheoverviewedarticlessuggestthatelectronicgamespresentmanypotentialbenefitsaseducationaltoolsforHEandPE,andthatthosegamesmayimproveyoungpeople¡¯sknowledge,skills,attitudesandbehavioursinrelationtohealthandphysicalexercise.Furthermore,thenewlyemergedphysicallyinteractiveelectronicgamescanpotentiallyenhanceyoungpeople¡¯sphysicalfitness,motorskillsandmotivationforphysicalexercise.TheempiricalevidencetosupporttheeducationaleffectivenessofelectronicgamesinHEandPEisstillratherlimited,butthefindingspresentapositivepictureoverall.Theoutcomesoftheliteraturereviewarediscussedintermsoftheirimplicationsforfutureresearch,andcanprovideusefulguidancetoeducators,practitionersandresearchersintheareasofHEandPE,andtoelectronicgamedesigners.

ArticleOutline

1.Introduction

2.Method

3.Results

3.1.Research

3.1.1.HE/Diseaseawareness,preventionandmanagement

3.1.2.HE/Nutritioneducation

3.1.3.HE/First-aideducation

3.1.4.PE/Injuryawarenessduringsportingactivities

3.1.5.PE/Acquisitionofmotorskills

3.1.6.PE/Improvementoffitness

3.1.7.PE/Educators¡¯knowledgeandattitudesregardingelectronicgames

3.2.Development

3.3.Discussion

3.4.Theory

4.Conclusions

Appendix..

References

 

Students¡¯thoughtsabouttheimportanceandcostsoftheirmobiledevices¡¯featuresandservices?

?

OriginalResearchArticle

TelematicsandInformatics

Inrecentyears,handhelddeviceshavebecomeoneofthefastestgrowingcommunicationgadgets.Mobiletechnologyisbecomingwidespreadandresearchinthisareaisurgentlyneeded.Usingasurveyinstrument,thethoughtsofmaleandfemalestudentsregardingtheimportanceandcostsofmobiledeviceswereinvestigated.Itwasfoundthatstudentste

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