Art
J-GLOBAL ID:202202284739375198   Reference number:22A1380979

Serious Games as a Method for Enhancing Learning Engagement: Student Perception on Online Higher Education During COVID-19

学習参加を強化するための方法としてのシリアスゲーム:COVID-19中のオンライン高等教育に関する学生認識【JST・京大機械翻訳】
Author (3):
Material:
Volume: 13  Page: 889975  Publication year: 2022 
JST Material Number: U7096A  ISSN: 1664-1078  Document type: Article
Article type: 原著論文  Country of issue: Switzerland (CHE)  Language: ENGLISH (EN)
Abstract/Point:
Abstract/Point
Japanese summary of the article(about several hundred characters).
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The COVID-19 pandemic has enfo...
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JST classification (2):
JST classification
Category name(code) classified by JST.
Game thoery  ,  CAI 
Reference (66):
  • Adams J. A., Dewsbury B. M. (2022). Student preference for course approach to pedagogically different methodologies in anatomy and physiology. Adv. Physiol. Educ. 46 45-55. doi: 10.1152/advan.00137.2020
  • Banfield J., Wilkerson B. (2014). Increasing student intrinsic motivation and self-efficacy through gamification pedagogy. Contemp. Issues Educ. Res. 7 291-298. doi: 10.19030/cier.v7i4.8843
  • Bedwell W. L., Pavlas D., Heyne K., Lazzara E. H., Salas E. (2012). Toward a taxonomy linking game attributes to learning: an empirical study. Simul. Gaming 43 729-760. doi: 10.1177/1046878112439444
  • Bellotti F., Kapralos B., Lee K., Moreno-Ger P., Berta R. (2013). Assessment in and of serious games: an overview. Adv. Hum Comput. Interact. 2013 1-11. doi: 10.1155/2013/136864
  • Bergeron B. (2006). Appendix A: Glossary. Developing Serious Games. Hingham, MA: Charles River Media, 398. doi: 10.1155/2013/136864
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