Professional Documents
Culture Documents
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S.1
Zhang, B., Robb, N., Eyerman, J. & Goodman, L. 2017. Virtual Worlds and Gamification to
Increase Integration of International Students in Higher Education: An Inclusive Design 0
Approach. International Journal of E-Learning & Distance Education,.
Yavuzcan, H. G. & Sahin, D. 2017. Action Reflected and Project Based Combined
Methodology for the Appropriate Comprehension of Mechanisms in Industrial Design 0
Education. Design and Technology Education,.
Southgate, E., Budd, J. & Smith, S. , July. Press Play for Learning: A Framework to Guide 1
Serious Computer Game Use in the Classroom. Australian Journal of Teacher Education,.
Sevy-Biloon, J. (n.d.). Different Reasons to Play Games in an English Language Class. 1
Journal of Education and Training Studies,.
Setiana, H. & Hansun, S. (n.d.). Gamified Android Based Academic Information System. 1
International Journal of Evaluation and Research in Education,.
Scoular, C., Care, E. & Awwal, N. 2017. An Approach to Scoring Collaboration in Online 1
Game Environments. Electronic Journal of e-Learning,.
Sánchez-Carmona, A., Robles, S. & Pons, J. 2017. A Gamification Experience to Improve
Engineering Students’ Performance through Motivation. Journal of Technology and Science 0
Education,.
Sajjadi, P., Vlieghe, J. & De Troyer, O. 2017. Exploring the Relation between the Theory of
Multiple Intelligences and Games for the Purpose of Player-Centred Game Design. 0
Electronic Journal of e-Learning,.
Rose, S. P., Habgood, M. P. J. & Jay, T. 2017. An Exploration of the Role of Visual
Programming Tools in the Development of Young Children’s Computational Thinking. 0
Electronic Journal of e-Learning,.
Puspitasari, C. & Subiyanto. 2017. A New Tool to Facilitate Learning Reading for Early 1
Childhood. Malaysian Online Journal of Educational Technology,.
Phuong, A. E., Nguyen, J. & Marie, D. 2017. Evaluating an Adaptive Equity-Oriented 0
Pedagogy: A Study of Its Impacts in Higher Education. Journal of Effective Teaching,.
Pham, H. P. Q. 2017. Group Dynamics: Building a Sense of Belonging in the EFL 0
Classroom. English Teaching Forum,.
Petersen, N. (n.d.). The Liminality of New Foundation Phase Teachers: Transitioning from 0
University into the Teaching Profession. South African Journal of Education,.
Pérez-Manzano, A. & Almela-Baeza, J. 2018. Gamification and Transmedia for Scientific
Promotion and for Encouraging Scientific Careers in Adolescents. Comunicar: Media
Education Research Journal,.
Pei-Ling Tan, J., Koh, E., Jonathan, C. & Yang, S. 2017. Learner Dashboards a Double-
Edged Sword? Students’ Sense-Making of a Collaborative Critical Reading and Learning 0
Analytics Environment for Fostering 21st-Century Literacies. Journal of Learning
Analytics,.
O’Sullivan, M., Robb, N., Howell, S., Marshall, K. & Goodman, L. 2017. Designing
Inclusive Learning for Twice Exceptional Students in Minecraft. International Journal of E- 0
Learning & Distance Education,.
Okanlawon, A. E., Fakokunde, J. B., Yusuf, F. A., Abanikannda, M. O. & Oyelade, A. A.
2017. Attitudes towards Instructional Games on Peace Education among Second Year 1
Students in Junior Secondary Schools in South-West Nigeria. International Journal of
Education and Development using Information and Communication Technology,.
Nouri, A. & Pihlgren, A. 2018. Socratic Seminars for Students with Autism Spectrum
Disorders. Dialogic Pedagogy,.
Najmuldeen, H. A. 2017. The Impact of Educational Games-Based iPad Applications on the
Development of Social Studies Achievement and Learning Retention among Sixth Grade 1
Students in Jeddah. World Journal of Education,.
Mozelius, P., Fagerström, A. & Söderquist, M. 2017. Motivating Factors and Tangential
Learning for Knowledge Acquisition in Educational Games. Electronic Journal of e- 0
Learning,.
Mortari, L. & Ubbiali, M. 2017. The “MelArete” Project: Educating Children to the Ethics
of Virtue and of Care. European Journal of Educational Research,.
Moland, N. A. 2017. Localizing Play-Based Pedagogy: Nigerian Educators’ Appropriation
of Sesame Classroom Materials. Global Education Review,.
Mejia-Downs, A. & Gahimer, J. 2017. Pre-Planning for Service Learning: Creative
Strategies through the Lens of Poverty. Universal Journal of Educational Research
Martin, C. (n.d.). Expressing Youth Voice through Video Games and Coding. Knowledge 1
Quest,.
Markovetz, M. R., Clark, R. M., Swiecki, Z., Irgens, G. A., Chesler, N. C., Shaffer, D. W. &
Bodnar, C. A. (n.d.). Influence of End Customer Exposure on Product Design within an
Epistemic Game Environment. Advances in Engineering Education,.
Malaquias, R. F., Malaquias, F. F. de O., Borges Jr., D. M. & Zambra, P. , April. The Use of
a Serious Game and Academic Performance of Undergraduate Accounting Students: An
Empirical Analysis. Turkish Online Journal of Distance Education,.
Machajewski, S. 2017. Gamification Strategies in a Hybrid Exemplary College Course. 1
International Journal of Educational Technology,.
Lukosch, H., Kurapati, S., Groen, D. & Verbraeck, A. 2017. Gender and Cultural 1
Differences in Game-Based Learning Experiences. Electronic Journal of e-Learning,.
Love, M. 2017. Problematizing Videogames: Teaching Students to Be Critical Players. 0
Teaching English with Technology,.
López, J. M., Moreno-Rodríguez, R., Alcover, C.-M., Garrote, I. & Sánchez, S. (n.d.).
Effects of a Program of Sport Schools on Development of Social and Psychomotor Skills of
People with Autistic Spectrum Disorders: A Pilot Project. Journal of Education and Training
Studies,.
Lay, A.-N. & Osman, K. 2018. Developing 21st Century Chemistry Learning through
Designing Digital Games. Journal of Education in Science, Environment and Health,.
Klimova, B. & Kacet, J. (n.d.). Efficacy of Computer Games on Language Learning. Turkish
Online Journal of Educational Technology - TOJET,.
Kilimci, A. 2017. Integrating Cognitive Linguistics Insights into Data-Driven Learning: 1
Teaching Vertical Prepositions. Journal of Language and Linguistic Studies,.
Kilic, Ç. & Sancar-Tokmak, H. , December. Digital Story-Based Problem Solving
Applications: Preservice Primary Teachers’ Experiences and Future Integration Plans.
Australian Journal of Teacher Education,.
Kermani, H. (n.d.). Computer Mathematics Games and Conditions for Enhancing Young 1
Children’s Learning of Number Sense. Malaysian Journal of Learning and Instruction,.
Kamnardsiri, T., Hongsit, L., Khuwuthyakorn, P. & Wongta, N. 2017. The Effectiveness of
the Game-Based Learning System for the Improvement of American Sign Language Using 1
Kinect. Electronic Journal of e-Learning,.
Johnson, C. (n.d.). Learning to Program with Game Maker. Online Submission,.
Jensen, C. G. 2017. Collaboration and Dialogue in Virtual Reality. Journal of Problem
Based Learning in Higher Education,.
Hopper, S. B. (n.d.). The Heuristic Sandbox: Developing Teacher Know-How through Play 1
in simSchool. Journal of Interactive Learning Research,.
Gunes, G. & Tugrul, B. (n.d.). Is Chess Just a Game, or Is It a Mirror That Reflects the
Child’s Inner World? International Journal of Research in Education and Science,.
Gündüz, N., Taspinar, T. & Demis, N. (n.d.). Children’s Perspective of Game: A Comparison
of the Public and Private Schools. Journal of Education and Training Studies,.
Guidry, K. (n.d.). Delivery versus Time Devoted to Assignments: The Effect on Course
Performance. Journal of Instructional Pedagogies,.
Gökmen, Ö. F., Duman, I. & Akgün, Ö. E. 2018. Teachers’ Views about the Use of Tablet
Computers Distributed in Schools as Part of the Fatih Project. Malaysian Online Journal of
Educational Technology,.
Franzese, A. T. & Felten, P. , January. Reflecting on Reflecting: Scholarship of Teaching and
Learning as a Tool to Evaluate Contemplative Pedagogies. International Journal for the
Scholarship of Teaching and Learning,.
Fabregat-Sanjuan, A., Pàmies-Vilà, R., Ferrando Piera, F. & De la Flor López, S. 2017.
Laboratory 3.0: Manufacturing Technologies Laboratory Virtualization with a Student-
Centred Methodology. Journal of Technology and Science Education,.
Evans, M. A., Jones, B. D. & Akalin, S. 2017. Using Video Game Design to Motivate 1
Students. Afterschool Matters,.
Erdogu Yilmaz, S. (n.d.). The Impulse of Class Tutoring Activities Evaluated in the Light of 0
Foreign Language Teaching Methods. Online Submission,.
Dewi, R. S., Kultsum, U. & Armadi, A. 2017. Using Communicative Games in Improving 1
Students’ Speaking Skills. English Language Teaching,.
Demirci, N., Demirci, P. T. & Demirci, E. 2017. The Effect of School-Based Exercise
Practices of 9-11 Year Old Girls Students on Obesity and Health-Related Quality of Life.
Universal Journal of Educational Research,.
del Moral Pérez, M. E., Duque, A. P. G. & García, L. C. F. (n.d.). Game-Based Learning:
Increasing the Logical-Mathematical, Naturalistic, and Linguistic Learning Levels of 1
Primary School Students. Journal of New Approaches in Educational Research,.
Curry, J. S. 2017. Equity and Inclusion: An Action Agenda for Youth Development 0
Professionals. Afterschool Matters,.
Cunningham, S., Bartesaghi, M., Bowman, J. & Bender, J. 2017. Re-Writing Interpersonal 0
Communication: A Portfolio-Based Curriculum for Process Pedagogy and Moving Theory
into Practice. International Journal of Teaching and Learning in Higher Education,.
Craig-Hare, J., Ault, M. & Rowland, A. 2017. The Effect of Socioscientific Topics on
Discourse within an Online Game Designed to Engage Middle School Students in Scientific 1
Argumentation. Journal of Education in Science, Environment and Health,.
Corzo, J. Q. & Castañeda, Y. S. 2017. Promoting Respect as a Human Value in a Public
School. International Education Studies,.
Costin, Y., O’Brien, M. P. & Slattery, D. M. 2018. Using Simulation to Develop
Entrepreneurial Skills and Mind-Set: An Exploratory Case Study. International Journal of 1
Teaching and Learning in Higher Education,.
Clark, R., Kaw, A., Lou, Y., Scott, A. & Besterfield-Sacre, M. (n.d.). Evaluating Blended
and Flipped Instruction in Numerical Methods at Multiple Engineering Schools. 0
International Journal for the Scholarship of Teaching and Learning,.
Chorianopoulos, K. (n.d.). A Taxonomy of Asynchronous Instructional Video Styles. 0
International Review of Research in Open and Distributed Learning,.
Çeker, E. & Özdaml, F. 2017. What “Gamification” Is and What It’s Not. European Journal
of Contemporary Education,.
Cattik, M. & Odluyurt, S. (n.d.). The Effectiveness of the Smart Board-Based Small-Group
Graduated Guidance Instruction on Digital Gaming and Observational Learning Skills of 1
Children with Autism Spectrum Disorder. Turkish Online Journal of Educational
Technology - TOJET,.
Casañ-Pitarch, R. 2017. Storyline-Based Videogames in the FL Classroom. Digital 0
Education Review,.
Carlson, J., Harris, R. & Harris, K. (n.d.). Coin Counter: Gamification for Classroom 0
Management. Information Systems Education Journal,.
Byker, E. J., Putman, S. M., Handler, L. & Polly, D. 2017. Educational Technology and
Student Voice: Examining Teacher Candidates’ Perceptions. World Journal on Educational 0
Technology: Current Issues,.
Bilir, F. P. & Sirin, Y. (n.d.). Analysis of Bridge Player Profiles According to Their 0
Intelligence Areas. Journal of Education and Learning,.
Amoakohene, B. 2017. Error Analysis of Students Essays: A Case of First Year Students of 0
the University of Health and Allied Sciences. International Journal of Higher Education,.
Alyaz, Y., Spaniel-Weise, D. & Gursoy, E. 2017. A Study on Using Serious Games in 0
Teaching German as a Foreign Language. Journal of Education and Learning,.
Alvarez, V. (n.d.). Engaging Students in the Library through Tabletop Gaming. Knowledge 1
Quest,.
Altanis, I., Retalis, S. & Petropoulou, O. (n.d.). Systematic Design and Rapid Development
of Motion-Based Touchless Games for Enhancing Students’ Thinking Skills. Education 0
Sciences,.
Alsamadani, H. A. 2018. The Effectiveness of Using Online Blogging for Students’ 0
Individual and Group Writing. International Education Studies,.
Almuhammadi, A. 2017. Organizational Change: Using Academic Accreditation in 0
Transforming EFL Programs in the Saudi Context. English Language Teaching,.
Almeida, F. 2017. Experience with Entrepreneurship Learning Using Serious Games. 1
Cypriot Journal of Educational Sciences,.
Adanali, R. & Alim, M. (n.d.). The Views of Preservice Teachers for Problem Based
Learning Model Supported by Geocaching in Environmental Education. Review of
International Geographical Education Online,.
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