References
- Adams, P. C. (1998). Teaching and learning with SimCity 2000. Journal of Geography, 97(2), 47–55. https://doi.org/10.1080/00221349808978827
- Beutel, D. (2010). The nature of pedagogic teacher-student interactions: A phenomenographic study. The Australian Educational Researcher, 37(2), 77–91. https://doi.org/10.1007/BF03216923
- Buckley, P., & Doyle, E. (2017). Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market. Computers & Education, 106, 43–55. https://doi.org/10.1016/j.compedu.2016.11.009
- Chamberlain, P. G. (1995). The metaphorical vision in the literary landscape of William Shakespeare. The Canadian Geographer/Le Géographe Canadien, 39(4), 306–322. https://doi.org/10.1111/j.1541-0064.1995.tb00421.x
- Conover, G. D., & Miller, J. C. (2014). Teaching human geography through places in the media: An exploration of critical geographic pedagogy online. Journal of Geography, 113(2), 85–96. https://doi.org/10.1080/00221341.2013.846396
- Cordova, D. I., & Lepper, M. R. (1996). Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. Journal of Educational Psychology, 88(4), 715–730. https://doi.org/10.1037/0022-0663.88.4.715
- Daniels, P., Bardshaw, M., Shaw, D., & Sidaway, J. (2008). An introduction to human geography: Issues for the 21st century (3rd ed.). Pearson Education.
- De-Marcos, L., Garcia-Lopez, E., & Garcia-Cabot, A. (2016). On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking. Computers & Education, 95, 99–113. https://doi.org/10.1016/j.compedu.2015.12.008
- Dengler, M. (2008). Classroom active learning complemented by an online discussion forum to teach sustainability. Journal of Geography in Higher Education, 32(3), 481–494. https://doi.org/10.1080/03098260701514108
- Ding, L., Er, E., & Orey, M. (2018). An exploratory study of student engagement in gamified online discussions. Computers & Education, 120, 213–226. https://doi.org/10.1016/j.compedu.2018.02.007
- Donaldson, D. P. (2001). Teaching geography’s four traditions with poetry. Journal of Geography, 100(1), 24–31. https://doi.org/10.1080/00221340108978414
- Dove, J. E. (2014). The Counties of England: A nineteenth-century geographical game to amuse and instruct. History of Education, 43(5), 691–707. https://doi.org/10.1080/0046760X.2014.943810
- Gaudart, H. (1999). Games as teaching tools for teaching English to speakers of other languages. Simulation & Gaming, 30(3), 283–291. https://doi.org/10.1177/104687819903000304
- Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152–161. https://doi.org/10.1016/j.compedu.2014.08.019
- Healey, M., & Jenkins, A. (2000). Kolb’s experiential learning theory and its application in geography in higher education. Journal of Geography, 99(5), 185–195. https://doi.org/10.1080/00221340008978967
- Huang, A., & Levinson, D. (2012). To game or not to game: Teaching transportation planning with board games. Transportation Research Record, 2307(1), 141–149. https://doi.org/10.3141/2307-15
- Hupy, J. P. (2011). Teaching geographic concepts through fieldwork and competition. Journal of Geography, 110(3), 131–135. https://doi.org/10.1080/00221341.2011.532229
- Hwang, G. J., Yang, L. H., & Wang, S. Y. (2013). A concept map-embedded educational computer game for improving students’ learning performance in natural science courses. Computers & Education, 69, 121–130. https://doi.org/10.1016/j.compedu.2013.07.008
- Jaques, D. (1992). Learning in groups. Gulf.
- Jong, M. S. Y. (2015). Does online game-based learning work in formal education at school? A case study of VISOLE. Curriculum Journal, 26(2), 249–267. https://doi.org/10.1080/09585176.2015.1018915
- Jurgelaitis, M., Ceponiene, L., Ceponis, J., & Drungilas, V. (2019). Implementing gamification in a university-level UML modeling course: A case study. Computer Applications in Engineering Education, 27(2), 332–343. https://doi.org/10.1002/cae.22077
- Kirman, J. M. (2007). Aesthetics in geography: Ideas for teaching geography using poetry. Journal of Geography, 106(5), 207–214. https://doi.org/10.1080/00221340701816483
- Kong, L., & Tay, L. (1998). Exalting the past: Nostalgia and the construction of heritage in children’s literature. Area, 30(2), 133–143. https://doi.org/10.1111/j.1475-4762.1998.tb00057.x
- Levine, H. G., Gallimore, R., Weisner, T. S., & Turner, J. L. (1980). Teaching participant-observation research methods: A skills-building approach. Anthropology & Education Quarterly, 11(1), 38–54. https://doi.org/10.1525/aeq.1980.11.1.05x1849c
- Marchetti, B. (1993). Japan’s Landscape in Literature. Journal of Geography, 92(4), 194–200. https://doi.org/10.1080/00221349308979650
- McCarthy, J. P., & Anderson, L. (2000). Active learning techniques versus traditional teaching styles: Two experiments from history and political science. Innovative Higher Education, 24(4), 279–294. https://doi.org/10.1023/B:IHIE.0000047415.48495.05
- McDonald, K. K., & Hannafin, R. D. (2003). Using web-based computer games to meet the demands of today’s high-stakes testing: A mixed method inquiry. Journal of Research on Technology in Education, 35(4), 459–472. https://doi.org/10.1080/15391523.2003.10782396
- Mekler, E. D., Brithlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525–534. https://doi.org/10.1016/j.chb.2015.08.048
- Rosser, J. C., Lynch, P. J., Cuddihy, L., Gentile, D. A., Klonsky, J., & Merrell, R. (2007). The impact of video games on training surgeons in the 21st century. Archives of Surgery, 142(2), 181–186. https://doi.org/10.1001/archsurg.142.2.181
- Sauer, C. (1974). The fourth dimension of geography. Annals of the Association of American Geographers, 64(2), 189–192. https://doi.org/10.1111/j.1467-8306.1974.tb00969.x
- Sekeres, D. C., & Gregg, M. (2008). The stealth approach: Geography and poetry. Journal of Geography, 107(1), 3–11. https://doi.org/10.1080/00221340801910129
- Sitzmann, T. (2011). A meta‐analytic examination of the instructional effectiveness of computer‐based simulation games. Personnel Psychology, 64(2), 489–528. https://doi.org/10.1111/j.1744-6570.2011.01190.x
- Squire, K., & Barab, S. (2004). Replaying history: Engaging urban underserved students in learning world history through computer simulation games. Sixth international conference of the learning sciences. Santa Monica, United States: Lawrence Erlbaum Associates.
- Virvou, M., & Katsionis, G. (2008). On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE. Computers & Education, 50(1), 154–178. https://doi.org/10.1016/j.compedu.2006.04.004
- Von Wangenheim, C. G., & Shull, F. (2009). To game or not to game? IEEE Software, 26(2), 92–94. https://doi.org/10.1109/MS.2009.54
- Watson, W. R., Mong, C. J., & Harris, C. A. (2011). A case study of the in-class use of a video game for teaching high school history. Computers & Education, 56(2), 466–474. https://doi.org/10.1016/j.compedu.2010.09.007
- Wouters, P., Van Nimwegen, C., Van Oostendorp, H., & Van der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology, 105(2), 249–265. https://doi.org/10.1037/a0031311
- Ye, C., Huang, X. R., Pan, Y. X., & Yang, S. (2018). Fresh thing for freshman: Exploring a blended method on teaching the history of geographic thought. Journal of Geographical Sciences, 28(12), 2007–2015. https://doi.org/10.1007/s11442-018-1577-7
- Ye, C., & Ji, R. J. (2019). We are all makers: The method of keyword selection in teaching and learning human geography. The Professional Geographer, 71(3), 462–471. https://doi.org/10.1080/00330124.2018.1559654
- Ye, C., & Wu, J. Y. (2018). Names and their meanings: Teaching cultural geography with the poem the names of migrant workers. Journal of Geography in Higher Education, 42(4), 588–602. https://doi.org/10.1080/03098265.2018.1514590
- Zin, N. A. M., Jaafar, A., & Yue, W. S. (2009). Digital game-based learning (DGBL) model and development methodology for teaching history. WSEAS Transactions on Computers, 8(2), 322–333. http://www.wseas.us/e-library/transactions/computers/2009/28-786.pdf.[GoogleScholar]