2010
DOI: 10.1016/j.sbspro.2010.12.086
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Design and Heuristic Evaluation of MathQuest: A Role-Playing Game for Numbers

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Cited by 10 publications
(11 citation statements)
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“…Meaning from experience was better represented (Shafie and Ahmad 2010;Bate et al 2014;Bowen et al 2014;Shahriarpour 2014;Lin and Lin 2014;Peng et al 2017;Hwang et al 2013;Hwang et al 2015;Wang et al 2018;Yang et al 2010;Liu and Chu 2010;Ameerbakhsh et al 2018;Neville et al 2009;Su and Cheng 2013;ter Vrugte et al 2017;Monteiro et al 2011;Norton et al 2008). This was particularly evident in commercial games utilised in language learning, where language skills developed as a natural part of the game are applicable in similar situations in life (Liu and Chu 2010;Neville et al 2009).…”
Section: Student-centred Learningmentioning
confidence: 99%
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“…Meaning from experience was better represented (Shafie and Ahmad 2010;Bate et al 2014;Bowen et al 2014;Shahriarpour 2014;Lin and Lin 2014;Peng et al 2017;Hwang et al 2013;Hwang et al 2015;Wang et al 2018;Yang et al 2010;Liu and Chu 2010;Ameerbakhsh et al 2018;Neville et al 2009;Su and Cheng 2013;ter Vrugte et al 2017;Monteiro et al 2011;Norton et al 2008). This was particularly evident in commercial games utilised in language learning, where language skills developed as a natural part of the game are applicable in similar situations in life (Liu and Chu 2010;Neville et al 2009).…”
Section: Student-centred Learningmentioning
confidence: 99%
“…This principle was integrated through, for example, adventure games (Shafie and Ahmad 2010) and visual novels, where such decisions are the main interaction players have (Bowen et al 2014). World building was a well-represented section, appearing in a number of studies (Shafie and Ahmad 2010;Bate et al 2014;Bowen et al 2014;Shahriarpour 2014;Lin and Lin 2014;Seng and Yatim 2014;Peng et al 2017;Garcia and Pacheco 2013;Hwang et al 2013;Hwang et al 2015;Wang et al 2018;Yang et al 2010;Annetta et al 2013;Liu and Chu 2010;Ameerbakhsh et al 2018;Neville et al 2009;Kiger et al 2012;Su and Cheng 2013;ter Vrugte et al 2017;Diah et al 2012;Monteiro et al 2011;Norton et al 2008). Commercial games such as SimCity allowed players to learn while creating and developing their world during their integration of the game into the classroom (Lin and Lin 2014).…”
Section: Student-centred Learningmentioning
confidence: 99%
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