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Research Proposal Part IV (References) - The Development of Bloodventure Game to Improve Students Understanding and Motivation Learning on Circulatory sytem Topic - By Hengky Kusniar

 


E.      REFERENCES

 

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Anderson, L. W.,  Krathwohl D.R., and Bloom, B.S. (2001). A. Taxonomy for learning, teaching, and assesing: A revision of Bloom's taxonomy of educational objectives. New York: Longman Arifin, Z. (2013). Evaluasi Pembelajaran Prinsip, Teknik, Procedure. (P. Latifah, Ed.). Bandung: PT Remaja Rosdakarya.

 

Arnaudin, M. W., & Mintzes, J.S. (1985). Students' alternative conceptions of the human circulatory system: A cross-age study. Science Education, 69(5), 721-733.

 

Clark, D., Tanner-Smith, E. and Killingsworth, S. 2016. Digital games, design, and learning: A systematic review and Meta-Analysis. Review of Educational Research. 86, 1, 79–122.

 

Cobb, S., & Fraser, D.S. (2005). Multimedia learning in games, simulationss, and microworlds. In R. E. Mayer (Ed.), The Cmbridge handbook of multimedia learning (pp. 525-547). Cambridge, New York, Melbourne: Cambridge University Press

 

Creswell, J. W., & Creswell, J. D. (2014). Research design: Qualitative, quantitative, and mixed methods approaches. Sage publications.

 

De Castell, S., Jenson, J., & Taylor, N. (2007). Digital games for education: when meanings play: Intermedialities (9), 45-54

 

Ercan, O. (2015). achievement and attitudes towards science courses The effects of multimedia learning material on students ’ academic achievement and attitudes towards science courses, (March).

 

Erhel, S., & jamet, E. (2013). Digital game-based learning: Impact of instructins and feedback on motivation and learning effectiveness. Computers & Education, 67, 156-167

 

Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467. doi:10.1177/1046878102238607

 

Giannakos, M. (2013). Enjoy and learn with educational games: examining factors affecting learning performance. Computers & Education, 68, 429-439.

 

Glynn, S. M., & Kobala T. R. (2006). Motivation to learn college science. National Science Teacher Association Press (pp. 25-32). Arlington: Handbook of College Science Teaching.

 

Hwang, G.J., & Wu, P.H. (2012). Advancements and trends in digital game-based learning research: a review of publications in selected journals from 2001 to 2010. British journal of Educational Technology, 43(1), E6-E10.

 

Keller, J.M (1987). "Development and use of the ARCS model of instructional design. journal of Instructional Development, 10(3), 2-10.

 

Liu, Y., Andersen, E. and Snider, R. 2011. Feature-based projections for effective playtrace analysis.  Int. Conference on Foundations of Digital Games, 69–76.

 

Mcnamara D.S., Jacson, G. T., & Gresser. (2010). Intelligent Tutpring and Games (ItaG). Gaming for classroom-based learning: digital role playing as a motivator of study, 44-57.

 

Meluso, A., Zheng, M., Spires, H.A., & Lester, J. (2012). Enchancing 5th hraders' science content knowledge and self-efficacy through game-based learning, Computers & Education, 59(2), 497-504. doi:10.1016/j. compedu.2011.12.019

 

Moos, D., & Marroruin, E. (2010). Multimedia, hypermedia, and hypertext,: motivation considered and reconsidered. Computers In Human Behavior, 26(3), 265-276.

 

Mutoharo, S. Z., Sudibyo, E., & Mitarlis. (2015). Hubungan Motivasi Belajar Terhadap Pemahaman Konsep IPA Pada Siswa Kelas VIII SMP Negeri 2 Surabaya. Pendidikan Sains: E-Journal UNESA, 3(2).

 

Papastergiou, M. (2009). Digital game-based learning in high school Computer science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1 - 12.

 

Prima, E. C., Putri C. L., & Sudargo, F. (2017). Applying Pre and Post Role-Plays supported by Stellarium Virtual Observatory to Improve Students' Understanding on Learning Solar System. Journal of Science Learning, 1(1), 1-7.

 

Shaenfeld, K.S. (2016). Learning and Education Games: Volume Two: Bringing Games into Educational Contexts. ETCPress.

 

Sungur, S., Tekkaya, C., & Geban, O. (2001). The contribution of conceptual change texts accompanied by concept mapping to students' understanding of the human circulatory system. School Science and Mathematics, 101, 91-101.

 

Widodo, W., Rahmadhiarti, F., & Hidayati, S. N. (2016). Ilmu Pengetahuan Alam SMP/MTs Kelas XII Semester 2. Jakarta: Pusat Kurikulum dan Perbukuan, Balitbang, Kemendikbud.w.

 

Yip, D.Y. (1998). Teachers' misconceptions of the circulatory system. Journal of Biological Education, 32(3), 207-215.

 

 

 

 

 

 

 

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