作者:Zhang Lei
院校:School of Foreign Languages, Chengdu College of Arts and Sciences, China
Educational Gamification; Learning Motivation; Middle School Students; Mixed-Methods Research; Intrinsic and Extrinsic Motivation; Social Interaction; Technological Tools in Education; Psychological Needs; Teaching Design Integration
References
[1] Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive Science, 5(4), 333-369.
[2] Deci, E. L., & Ryan, R. M. (2000). The “what” and “why” of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227-268.
[3] Gee, J. P. (2007). What video games have to teach us about learning and literacy. Computational Linguistics, 33(3), 321-341.
[4] Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. Harper & Row.
[5] Prensky, M. (2001). Digital game-based learning. McGraw Hill.
[6] Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54, 170-179.
[7] Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer.
[8] Dichev, C., & Dicheva, D. (2017). Gamifying education: what is known, what is believed, and what remains uncertain: A critical review. International Journal of Educational Technology in Higher Education, 14(1), 9.
[9] Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. O’Reilly Media, Inc..
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