2011
DOI: 10.1016/j.compedu.2011.04.002
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The effect of simulation games on the learning of computational problem solving

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Cited by 246 publications
(179 citation statements)
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References 44 publications
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“…From the analysis of the nine factors underlying users' flow experiences, the experimental group showed higher levels of concentration on the task (CT) and distorted sense of time (DT) than the control group, which might have led to the students achieving deep learning (Liu, Cheng, & Huang, 2011). This result is consistent with the comments provided by AR-based application users who claimed that one of the main advantages of using AR was that it helped them to concentrate in the tasks while they were building the circuit step by step.…”
Section: Discussionmentioning
confidence: 99%
“…From the analysis of the nine factors underlying users' flow experiences, the experimental group showed higher levels of concentration on the task (CT) and distorted sense of time (DT) than the control group, which might have led to the students achieving deep learning (Liu, Cheng, & Huang, 2011). This result is consistent with the comments provided by AR-based application users who claimed that one of the main advantages of using AR was that it helped them to concentrate in the tasks while they were building the circuit step by step.…”
Section: Discussionmentioning
confidence: 99%
“…Moons & Backer, 2013;Liu, Cheng & Huang, 2011;Johnsgard & McDonald, 2008;entre outros). No entanto, apesar de existirem estudos que apresentam resultados promissores nesta área (cf.…”
Section: Introductionunclassified
“…Social media includes a wide selection of web-based tools, such as, blogs, wikis, media (audio, photo, video, text), sharing tools, networking platforms (including Facebook), and virtual worlds which are used to promote collaboration and information sharing (Arnold & Paulus, 2010;Junco, Helbergert, & Loken, 2011). Interactions can be restricted to a room, school or district or open to national or international locations allowing the students access to develop and be engaged with virtual communities of learners with the goals of expanding their higher-order knowledge base and ultimately increasing their overall learning (Fewkes & McCabe, 2012;Heafner & Friedman, 2008;Liu et al, 2011;Marsh, 2011;Tarantino, McDonough, & Hua, 2013;Yu, Tian, Vogel, & Kwok, 2010). Social media is often paired with gaming and problem-solving activities, but issues with privacy and access can be complicated and are usually determined by district policy.…”
Section: Collaboration and Networkingmentioning
confidence: 99%
“…Well-designed computer games are enjoyable activities that follow a set of rules to undertake a challenging activity applicable to a wide variety of disciplines (Liu, Cheng, & Huang, 2011;Papastergiou, 2009;Ravenscroft, 2007) which can provide a rich-resource learning environment to develop higher-order knowledge and skills of students (Gros, 2007;Shute, Rieber, & Van Eck, 2011;Wang & Chen, 2010). Studies have also indicated that digital games can play a significant role in the development of the learner's cognition and social processes (Lin & Lu, 2011) while simultaneously enhancing the students' interest and motivation in learning (Berhenke, Miller, Brown, Seifer, & Dickstein, 2011;Brom, Preuss, & Klement, 2011;Burguillo, 2010;Dickey, 2011;Erhel & Jamet, 2013;Huang, Huang, & Tschopp, 2010;Wang & Chen, 2010).…”
Section: Higher Order Skillsmentioning
confidence: 99%