Game Development Reference
In-Depth Information
Pekrun, R. (2006). The control-value theory of
achievement emotions: assumptions, corollaries,
and implications for educational research and
practice. Educational Psychology Review , 18 (4),
315-341. doi:10.1007/s10648-006-9029-9
Squire, K. (2003). Video Games in Education.
International Journal of Intelligent Simulations
and Gaming , 2 (1), 49-62.
Stone, B. A., & Lester, J. C. (1996). Dynamically
sequencing an animated pedagogical agent. In
Proceedings of the 13 th National Conference on
Artificial Intelligence (pp. 424-431). Portland,
Oregon: The MIT Press.
Pekrun, R., Frenzel, A. C., Goetz, T., & Perry, R. P.
(2007). The Control Value Theory of Achievement
Emotions. An integrative Approach to Emotions
in Education. In Shutz, P. A., & Pekrun, R. (Eds.),
Emotion in Education (pp. 13-36). London: Else-
vier. doi:10.1016/B978-012372545-5/50003-4
Sucar, L. E., & Noguez, J. (2008). Student Model-
ing. In Pourret, O., Naïm, P., & Marcot, B. (Eds.),
Bayesian Networks: A Practical Guide to Appli-
cations (pp. 173-185). West Sussex, England: J.
Wiley & Sons.
Pekrun, R., Goetz, T., & Perry, R. P. (2005).
Achievement Emotions Questionnaire (AEQ).
User's manual. Unpublished manuscript, Uni-
versity of Munich, Munich.
Sykes, J. (2006). Affective Gaming: Advanc-
ing the Argument for Game-Based Learning. In
Pivec, M. (Ed.), Affective and Emotional Aspects
of Human-Computer Interaction (pp. 3-7). Am-
sterdam, Netherlands: IOS Press.
Picard, R. W., Papert, S., Bender, W., Blum-
berg, B., Breazeal, C., & Cavallo, D. (2004).
Affective learning -A Manifesto. BT Technol-
ogy Journal , 22 (4), 253-269. doi:10.1023/
B:BTTJ.0000047603.37042.33
Zammitto, V. I. (2005, June). The Expression
of Colours . Paper presented at the International
Conference Changing Views: Worlds in Play,
Vancouver, CA. Retrieved January 24, 2010, from
http://www.digra.org/dl/db/06278.05074.pdf
Razek, M. A., Chaffar, S., Frasson, C., & Ochs,
M. (2006). Using machine learning techniques to
recognize emotions for online learning environ-
ments. In Pivec, M. (Ed.), Affective and Emotional
Aspects of Human-Computer Interaction (pp.
255-265). Amsterdam, Netherlands: IOS Press.
ADDITIONAL READING
Rebolledo-Mendez, G., Du Boulay, B., & Luckin,
R. (2006). Motivating the Learner: An Empirical
Evaluation. In M. Ikeda, K. Ashley & T.W. Chan
(Eds.), The 8 th Intelligent Tutoring Systems Inter-
national Conference (pp. 545-554). Heidelberg:
Springer Berlin.
Pivec, M. (2006). Affective and emotional aspects
of human-computer interaction . Amsterdam,
Netherlands: IOS Press.
Pourret, O., Naïm, P., & Marcot, B. (2008). Bayes-
ian Networks: A Practical Guide to Applications .
West Sussex, England: J. Wiley & Sons.
Schaller, D. (2005, June). What Makes a Learn-
ing Game? Paper presented at the Web Designs
for Interactive Learning Conference, Ithaca, NY.
Retrieved January 22, 2010, from http://www.
eduweb.com/schaller-games.pdf
Squire, K. (2006). From Content to Con-
text: Video Games as Designed Experi-
ence. Educational Researcher , 35 (8), 19-29.
doi:10.3102/0013189X035008019
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