1. Hamari, J., Koivisto, J., & Sarsa, H. (2016). Does gamification work?--a literature review of empirical studies on gamification. In 2014 47th Hawaii international conference on system sciences (pp. 3025-3034). IEEE.
2. Liu, M., & Chang, C. (2019). The impact of game-based learning on student engagement and motivation in mathematics: A meta-analysis. Journal of Educational Computing Research, 57(2), 413-436.
3. 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.
4. Gee, J. P. (2003). What video games have to teach us about learning and literacy. Palgrave Macmillan.
5. Barata, G., Gama, S., & Gonçalves, D. (2013). Engaging students with gamification. In 2013 IEEE Global Engineering Education Conference (pp. 214-220). IEEE.
1.2 วัตถุประสงค์ของการศึกษา
1. เพื่อพัฒนาบอร์ดเกม Maze Explorer สำหรับการเรียนการสอนในชั้นเรียน
1. Hinebaugh, J. P. (2009). A board game education. Rowman & Littlefield Education.
2. Gee, J. P. (2003). What video games have to teach us about learning and literacy. Palgrave Macmillan.
3. 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.
4. Hamari, J., Koivisto, J., & Sarsa, H. (2016). Does gamification work?--a literature review of empirical studies on gamification. In 2014 47th Hawaii international conference on system sciences (pp. 3025-3034). Ieee.
5. Liu, M., & Chang, C. (2019). The impact of game-based learning on student engagement and motivation in mathematics: A meta-analysis. Journal of Educational Computing Research, 57(2), 413-436.
4. Steinkuehler, C., & Duncan, S. (2008). Scientific habits of mind in virtual worlds. In Proceedings of the 2008 International Conference on the Learning Sciences (pp. 511-518).