The Social Sciences

Year: 2017
Volume: 12
Issue: 11
Page No. 2004 - 2007

Review Effects of Lessons using Talk Card Game

Authors : SangkyunKim

References

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BC., 2010. An introduction to the use of game dynamics to influence behavior. Bunchball Company, San Mateo, California.

Grove, J., 2011. Gamification: How competition is reinventing business, marketing and everyday life. Mashable Inc., New York, USA. http://mashable.com/2017/03/06/electroconductive-ink-tattoo-monitor-health/#tFFnvjipgqqZ.

Korhonen, H., M. Montola and J. Arrasvuori, 2009. Understanding playful user experience through digital games. Proceedings of International Conference on Designing Pleasurable Products and Interfaces, October 13-16, 2009, Compiegne University of Technology, Compiegne, France, pp: 274-285.

Lee, D. and D. Hatesohl, 1993. Listening: Our most used communication skill. Master Thesis, University of Missouri, Columbia, Missouri.

Papastergiou, M., 2009. Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Comput. Educ., 52: 1-12.
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