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:: View This Issue in Alternative Language Export Journal XML Articles RSS Volume 32, Issue 4 (1-2017) ::
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XML The Design and Trial of an Educational Game Based on a Fifth Grade Course P. 9-40
Persian Abstract Y. MahdaviNasab , H. Fardaanesh, Ph.D. , E. Talaa’ee, Ph.D. , J. Haatami, Ph.D.
Abstract (8558 Views)   |   Full-Text (PDF) (9838 Downloads)     |   Highlights
Amiel, T., & Reeves, T. C. (2008). Design-based research and educational technology: Rethinking technology and the research agenda. Educational Technology & Society, 11(4), 29–40.
Ayinde, O. M. (2014). Impact of instructional object based card game on learning mathematics: Instructional design nettle. Middle Eastern & African Journal of Educational Research, 8, 4-18.
Badegruber, B. (2007). 101 more life skills games for children. Alameda, CA, United States: Hunter House Inc.
Brewster, J.A. (1996). Teaching abnormal psychology in a multimedia classroom. Teaching of Psychology, 23(4), 249-252.
Bridgeland, J. M., Dilulio Jr, J. J., & Morison, K. B. (2006). The silent epidemic: Perspectives of high school dropouts. Washington, DC: Civic Enterprises.
Bright, G.W., & Harvey, J.G. (1984). Computer games as instructional tools. Computers in the Schools, 1(3), 73-79.
Csikszentmihalyi, M.(1990). Flow: The psychology of optimal experience. New York: Harper Perennial.
Csikszentmihalyi, M., &  Csikszentmihalyi, I. (Eds.) (1988). Optimal experience. Psychological studies of flow in consciousness. Sydney: Cambridge University Press.
Denning, T., Lerner, A., Shostack, A., & Kohno, T. (2013, November). Control-Alt-Hack: The design and evaluation of a card game for computer security awareness and education. In Proceedings of the 2013 ACM SIGSAC Conference on Computer & Communications Security (pp. 915-928). New York: ACM.
Deterding, S., Khaled, R., Nacke, L. E., & Dixon, D. (2011). Gamification: Toward a definition. In CHI 2011 Gamification Workshop Proceedings (pp. 12-15). ACM.
Dockett, S., & Fleer, M. (2002). Play and pedagogy in early childhood: Bending the rules. Southbank Victoria: Thomson.
Driscoll, M.R. (2005). Psychology of learning for instruction (3rd ed.). New York: Pearson Education.
Eck, R.V. (2006). Digital game-based learning: It’s not just the digital natives who are restless. EDUCAUSE Review, 41(2), 16-30.
Edvardsen, F., & Kulle, H. (2010). Educational games: Design, learning and applications. New York: Nova Publishers.
Forsyth, R., Whitton, N., & Whitton, P. (2011, October). Accreditation! The responsive curriculum game. In Proceedings of the 5th European Conference on Games Based Learning (p. 176). Athens: Academic Conferences Limited.
Frossard, F., Barajas, M., & Trifonova, A. (2012). A learner-centred game-design approach: Impacts on teachers’ creativity. Digital Education Review, 21, 13-22. [Accessed: 25/05/2014] http://greav.ub.edu/der
Furió, D., GonzáLez-Gancedo, S., Juan, M. C., Seguí, I., & Rando, N. (2013). Evaluation of learning outcomes using an educational iPhone game vs. traditional game. Computers & Education, 64, 1-23.
Hamey, L.G.C. (2003). Teaching secure communication protocols using a game representation. Proceedings of the fifth Australian Conference on Computing Education, Vol. 20, 187–196, Retrieved on May 4, 2010 from http://portal.acm.org/citation.cfm.
Hays, R. T. (2005). The effectiveness of instructional games: A literature review and discussion. Orlando, FL: Naval Air Warfare Center Training Systems Division. Retrieved from http://www.dtic.mil/cgi-bin/GetTRDoc?AD=ADA441935
Henry, J.M. (1997). A teaching strategy to enhance adult learning. Journal of Continuing Education in Nursing, 28, 231-234.
Institute of Play. (2015). Q Design Pack games for learning. Retrieved from www.instituteofplay.org
Ke, F. (2009). A qualitative meta-analysis of computer games as learning tools. In R. E. Furdig (Ed.), Handbook of research on effective electronic gaming in education (Vol. 1, pp. 1–32). Hershey, PA: Information Science Reference.
Kiili, K., de Freitas, S., Arnab, S., & Lainema, T. (2012). The design principles for flow experience in educational games. Procedia Computer Science, 15, 78-91. Available at (http://www.sciencedirect.com/science/article/pii/S1877050912008228)
Kordaki, M., Papastergiou, M., & Psomos, P. (2014). Student perceptions in the design of a computer card game for learning computer literacy issues: A case study. Education and Information Technologies, DOI: 10.1007/s10639-014-9356-2
Leemkuil, H., de Jong, T., & Ootes, S. (2000). Review of educational use of games and simulations (Knowledge Management Interactive Training System, Project No. IST-1999-13078). The Netherlands: University of Twente. Retrieved on 8/1/2005 from http://kits.edte.utwente.nl/documents/D l.pdf.
Lehtinen, E. (2000). Information and communication technology in education: Desires, promises, and obstacles. In M. Watson & T. Downes (Eds.), Communications and networking in education: Learning in a networked society (pp. 311–328). Boston: Kluwer.
Melero, J., & Hernández-Leo, D. (2014). A model for the design of puzzle-based games including virtual and physical objects. Educational Technology & Society, 17(3), 192–207.
Miller, C. T. (2008). Games: Purpose and potential in education. Berline: Springer.
Moursund, D.G. (2007). Introduction to using games in education: A guide for teachers and parents. Available at http://uoregon.edu/~moursund/Books/Games/games.html.
Mustafa, J., Khan, A., & Ullah, A. (2011). Investigating students' achievement in mathematics through non technological game based teaching. International Journal of Scientific Research in Education, 4(3-4), 151-164.
Naik, N. (2014). A comparative evaluation of game-based learning: Digital or non-digital games?. Proceedings of the European Conference on Games Based Learning (Vol. 2, p. 437). UK: Academic Conferences International Limited.
O’Neil, H. F., Wainess, R., & Baker, E. L. (2005). Classification of learning outcomes: Evidence from the computer games literature. The Curriculum Journal, 16(4), 455–474.
Peter, M., & Stoll-kleemann, S. (2010). Development of an educational board game about protected areas–an interactive tool in environmental education for sustainability. Diplom thesis, University of Greifswald, Germany.
Reiser, R.A. (2012). What field did you say you were in?: Defining and naming our field. In R.A. Reiser & J.V. Dempsey (Eds.), Trends and issues in instructional design and technology (3rd ed.). Boston, MA: Pearson Education.
Savery, J. R., & Duffy, T. M. (1995). Problem based learning: An instructional model and its constructivist framework. Educational technology, 35(5), 31-38.
Schreiber, I. (2009). Game design concepts: An experiment in game design and teaching. Available at http://gamedesignconcepts. wordpress.com/2009/06/29/level-1-overview-what-is-a-game/
Tornero, R., Torrente, J., Moreno-Ger, P., & Manjón, B. F. (2010). E-training DS: An authoring tool for integrating portable computer science games in e-learning. 9th International Conference on Web-Based Learning (ICWL 2010), Shanghai, China, 8-10 December 2010, pp. 259-268.
Torres, M., & Macedo, J. (2000). Learning sustainable development with a new simulation game. Simulation & Gaming, 31(1), 119-126.
Ulrich, M. (1997). Games/simulations about environmental issues: Existing tools and underlying concepts. In J. Geurts, C. Joldersma, & E. Roelofs (Eds.), Gaming/simulation for policy development and organizational change. Proceedings of the 28th Annual International Conference of the International Simulation and Gaming Association, (ISAGA), July 1997, Tilburg, The Netherlands, pp. 301-311.
Watson, W. R. (2007). Formative research on an instructional design theory for educational video games. Doctoral dissertation, Indiana University, United States.
Whitton, N.J. (2007). An investigation into the potential of collaborative computer game-based learning in higher education. PhD Thesis. Napier University, Edinburgh.
Whitton, N. (2012). The place of game-based learning in an age of austerity. Electronic Journal of e-Learning, 10(2), 249-256.
Wiebe, J. H., & Martin, N. J. (1994). The impact of a computer-based adventure game on achievement and attitudes in geography. Journal of Computing in Childhood Education, 5, 61–71.
Zemliansky, P., & Wilcox, D. (Eds.) (2010). Design and implementation of educational games: Theoretical and practical perspectives.USA: IGI Global.
XML Misunderstandings about the Concept of Limit among High School Seniors P. 41-66
Persian Abstract E. Reyhaani, Ph.D. , Z. Sharifi , M. Soltaani
Abstract (6324 Views)   |   Full-Text (PDF) (1402 Downloads)  
XML A Comparison in Reading Ability and Achievement between Mono-Lingual and Bilingual Fifth Graders P. 67-84
Persian Abstract Y. Adib, Ph.D. , Z. Sharifi , N. Mahmoodi
Abstract (4954 Views)   |   Full-Text (PDF) (2102 Downloads)  
XML The Impediments of Implementing the Bills Ratified by the Provincial Council of Education in East Azerbaijan P. 85-100
Persian Abstract R. Rabavi , S. Maleki Aavaarsin, Ph.D. , J. Torkzaadeh, Ph.D.
Abstract (3955 Views)   |   Full-Text (PDF) (1514 Downloads)  
XML The Role of Educational Administrators in Creating a Moral Atmosphere and Social Support, and its Relation with Organizational Performance P. 101-122
Persian Abstract S. Dehghaan Marvasti
Abstract (5081 Views)   |   Full-Text (PDF) (3201 Downloads)  
XML The Relation between Alexithymia, Organizational Commitment, and Occupational Burnout among Female High School Teachers P. 123-136
Persian Abstract Z. Baabaay Khaakiaan , J. Karami, Ph.D. , A.R. Rashidi, Ph.D.
Abstract (5525 Views)   |   Full-Text (PDF) (1497 Downloads)  
XML High School Counselling and Guidance in Isfahan:An Opinion Survey P. 137-154
Persian Abstract T. Baagheri
Abstract (3849 Views)   |   Full-Text (PDF) (874 Downloads)  
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فصلنامه تعلیم و تربیت Quarterly Journal of Education
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