What video games have to teach us about learning and literacy

Gee, James Paul·2003·Computers in Entertainment

Cited by (1,020)

Items 301–400 of 1,020

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  3. Reading Across the Curriculum as the Key to Student Success
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  4. Video Game Design for Learning to Learn
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  5. Game-based assessment framework for virtual reality, augmented reality and digital game-based learning
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  6. Integrating Learning and Engagement in Narrative-Centered Learning Environments
    Jonathan Rowe, Lucy R. Shores, Bradford Mott, James C. Lester · 2010 · Lecture notes in computer science
  7. Pleasure, Learning, Video Games, and Life: The Projective Stance
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  8. Serious games in cognitive training for Alzheimer's patients
    Frédérick Imbeault, Bruno Bouchard, Abdenour Bouzouane · 2011 · SeGAH ... IEEE ... International Conference on Serious Games and Applications for Health/IEEE International Conference on Serious Games and Applications for Health
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  10. The (mis)education of Generation M
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  11. How Multimedia Can Improve Learning and Instruction
    Richard E. Mayer · 2019 · Cambridge University Press eBooks
  12. Understanding the role of competition in video gameplay satisfaction
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  13. Letramento do copiar e colar? práticas de letramento na produção de um perfil MySpace
    Dan Perkel · 2010 · Trabalhos em Linguística Aplicada
  14. Mind games, reasoning skills, and the primary school curriculum
    Rosa Maria Bottino, Michela Ott · 2006 · Learning Media and Technology
  15. Popular culture in the literacy curriculum: A Bourdieuan analysis
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  16. Measures of Quality in Online Education: An Investigation of the Community of Inquiry Model and the Net Generation
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  17. Learning Programming through Games and Contests: Overview, Characterisation and Discussion
    Electronics and IT Unit, École Centrale des Arts et Métiers, Sébastien Combéfis, Computer Science and IT in Education ASBL, Gytautas BERESNEVIČIUS, Valentina Dagienė · 2016 · OLYMPIADS IN INFORMATICS
  18. Digital literacies for the disengaged: creating after school contexts to support boys' game‐based literacy skills
    Constance A. Steinkuehler, Elizabeth King · 2009 · On the Horizon The International Journal of Learning Futures
  19. Effect of a Virtual Environment on the Development of Mathematical Skills in Children with Dyscalculia
    Marcus Vasconcelos de Castro, Márcia Aparecida Silva Bissaco, Bruno Panccioni, Sílvia Cristina Martini, A. M. Domingues · 2014 · PLoS ONE
  20. Relay Writing in an Adolescent Online Community
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  21. Affect in Embodied Pedagogical Agents
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  22. Children’s Experiences on Learning the 21st-Century Skills With Digital Games
    Juho Kahila, Teemu Valtonen, Matti Tedre, Kati Mäkitalo, Olli Saarikoski · 2019 · Games and Culture
  23. Gamification for smarter learning: tales from the trenches
    Gabriel Barata, Sandra Pereira Gama, Joaquim Armando Jorge, Daniel Jorge Viegas Gonçalves · 2015 · Smart Learning Environments
  24. A Systematic Survey of Games Used for Software Engineering Education
    Craig Caulfield, Jianhong Cecilia Xia, David Veal, Stanislaw Paul MAJ · 2011 · Modern Applied Science
  25. “Those Anime Students”: Foreign Language Literacy Development Through Japanese Popular Culture
    Natsuki Fukunaga · 2006 · Journal of Adolescent & Adult Literacy
  26. Exploring Generative Models with Middle School Students
    Ali, Safinah, DiPaola, Daniella, Lee, Irene, Hong, Jenna, Breazeal, Cynthia · 2021 · Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
  27. “It’s Just Part of Me:” Understanding Avatar Diversity and Self-presentation of People with Disabilities in Social Virtual Reality
    Zhang, Kexin, Deldari, Elmira, Lu, Zhicong, Yao, Yaxing, Zhao, Yuhang · 2022 · Proceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility
  28. Changing Avatars, Changing Selves? The Influence of Social and Contextual Expectations on Digital Rendition of Identity
    Stefano Triberti, Ilaria Durosini, Filippo Aschieri, Daniela Villani, Giuseppe Riva · 2017 · Cyberpsychology Behavior and Social Networking
  29. Introduction: Digital Games as a Context for Cognitive Development, Learning, and Developmental Research
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  30. Ubiquitous games for learning (UbiqGames): Weatherlings, a worked example
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  31. Situative Frameworks for Engineering Learning Research
    Aditya Johri, Barbara Olds, Kevin O’Connor · 2014 · Cambridge University Press eBooks
  32. Room2Educ8: A Framework for Creating Educational Escape Rooms Based on Design Thinking Principles
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  33. The multivoicedness of game play: Exploring the unfolding of a student’s learning trajectory in a gaming context at school
    Kenneth Silseth · 2011 · International Journal of Computer-Supported Collaborative Learning
  34. Labels DO Matter! A Critique of AECT’s Redefinition of the Field
    Patrick R. Lowenthal, Brent Wilson · 2009 · TechTrends
  35. Opportunities missed and/or thwarted? ‘Funds of knowledge’ meet the English national curriculum
    Pat Thomson, Christine Hall · 2008 · The Curriculum Journal
  36. Designing Effective Feedback Messages in Serious Games and Simulations: A Research Review
    Cheryl I. Johnson, Shannon K. T. Bailey, Wendi L. Van Buskirk · 2016 · Springer eBooks
  37. Strangers and Friends: Collaborative Play in World of Warcraft
    Bonnie Anna Nardi, Justin Harris · 2009 · Springer eBooks
  38. The Play of Imagination
    Douglas Thomas, John Seely Brown · 2007 · Games and Culture
  39. Designing Narrative-Focused Role-Playing Games for Visualization Literacy in Young Children
    Elaine Huynh, Angela Nyhout, Patricia A. Ganea, Fanny Chevalier · 2020 · IEEE Transactions on Visualization and Computer Graphics
  40. Information Literacy, “New” Literacies, and Literacy
    John E. Buschman · 2008 · The Library Quarterly
  41. eMedOffice: A web-based collaborative serious game for teaching optimal design of a medical practice
    Andreas Hannig, N. Kuth, Monika Özman, Stephan Jonas, Cord Spreckelsen · 2012 · BMC Medical Education
  42. Modest Changes, Revolutionary Possibilities: Distance Learning and the Future of Education
    Gary Natriello · 2005 · Teachers College Record The Voice of Scholarship in Education
  43. An instrument to build a gamer clustering framework according to gaming preferences and habits
    Borja Manero, Javier Torrente, Manuel Freire, Baltasar Fernández‐Manjón · 2016 · Computers in Human Behavior
  44. AI-Infused Collaborative Inquiry in Upper Elementary School: A Game-Based Learning Approach
    Seung Lee, Bradford Mott, Anne Todd Ottenbreit-Leftwich, Adam Scribner, Sandra Taylor, Kyungjin Park, Jonathan Rowe, Krista D. Glazewski, Cindy E. Hmelo‐Silver, James C. Lester · 2021 · Proceedings of the AAAI Conference on Artificial Intelligence
  45. Accelerating Early Math Learning with Research-Based Personalized Learning Games: A Cluster Randomized Controlled Trial
    Khanh-Phuong Thai, Hee Jin Bang, Linlin Li · 2021 · Journal of Research on Educational Effectiveness
  46. El pensamiento computacional y las nuevas ecologías del aprendizaje
    Jesús Valverde Berrocoso, María Rosa Fernández Sánchez, María C. Garrido-Arroyo · 2015 · Revista de Educación a Distancia (RED)
  47. Science Teacher Efficacy and Extrinsic Factors Toward Professional Development Using Video Games in a Design-Based Research Model: The Next Generation of STEM Learning
    Leonard A. Annetta, Wendy M. Frazier, Elizabeth Folta, Shawn Y. Holmes, Richard Lawrence Lamb, Meng‐Tzu Cheng · 2012 · Journal of Science Education and Technology
  48. Digital Games, Gender and Learning in Engineering: Do Females Benefit as Much as Males?
    Richard Joiner, Ioanna Iacovides, Martin R. Owen, Carl Gavin, Stephen Clibbery, Jos Darling, Ben Drew · 2010 · Journal of Science Education and Technology
  49. Digital game building: learning in a participatory culture
    Qing Li · 2010 · Educational Research
  50. Digital Literacy Studies: Progress and Prospects
    Mark Warschauer · 2009 · Palgrave Macmillan UK eBooks
  51. Obstacles to Developing Digital Literacy on the Internet in Middle School Science Instruction
    Jamie Colwell, Sarah Hunt-Barron, David Reinking · 2013 · Journal of Literacy Research
  52. Spirit of the game: Empowering students as designers in schools?
    Cher Ping Lim · 2008 · British Journal of Educational Technology
  53. Introduction to the Updated Student Edition
    Leah A. Lievrouw, Sonia Livingstone · 2010 · SAGE Publications Ltd eBooks
  54. Virtual worlds, conceptual understanding, and me: designing for consequential engagement
    Melissa Sommerfeld Gresalfi, Sasha Alexander Barab, Sinem Siyahhan, Tyler Christensen · 2009 · On the Horizon The International Journal of Learning Futures
  55. Real brands in imaginary worlds: investigating players' experiences of brand placement in digital games
    Mike Molesworth · 2006 · Journal of Consumer Behaviour
  56. The fast‐paced iPad revolution: Can educators stay up to date and relevant about these ubiquitous devices?
    Deanna C. C. Peluso · 2012 · British Journal of Educational Technology
  57. The Affordances of Minecraft Education as a Game-Based Learning Tool for Atomic Structure in Junior High School Science Education
    Mahlatse Nkadimeng, Piet Ankiewicz · 2022 · Journal of Science Education and Technology
  58. Barriers to teachers using digital texts in literacy classrooms
    Eileen Honan · 2008 · Literacy
  59. Toward Wayfinding: A Metaphor for Understanding Writing Experiences
    Jonathan Alexánder, Karen J. Lunsford, Carl Whithaus · 2019 · Written Communication
  60. Motivating EFL students: E-learning enjoyment as a predictor of vocabulary learning through digital video games
    Mohsen Ebrahimzadeh, Sepideh Alavi · 2016 · Cogent Education
  61. Exploring the role of gamification in motivating students to learn
    Charles Baah, Irene Govender, Prabhakar Rontala Subramaniam · 2023 · Cogent Education
  62. Digital citizenship through game design in Minecraft
    Valerie Hill · 2015 · Global Knowledge, Memory and Communication
  63. Students' attitudes toward playing games and using games in education: Comparing Scotland and the Netherlands
    Thomas Hainey, Wim Westera, Thomas M Connolly, Liz Boyle, Gavin James Baxter, Richard B. Beeby, Mario Soflano · 2013 · Computers & Education
  64. Preparing Instructional Designers for Game-Based Learning: Part 1
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  65. Information Literacy in the Laptop Classroom
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  66. Effects of game-based learning in an OpenSim-supported virtual environment on mathematical performance
    Hee‐Sung Kim, Fengfeng Ke · 2016 · Interactive Learning Environments
  67. Weblogs and Literary Response: Socially Situated Identities and Hybrid Social Languages in English Class Blogs
    Kathleen C. West · 2008 · Journal of Adolescent & Adult Literacy
  68. Assessment and Adaptation in Games
    Valerie J. Shute, Fengfeng Ke, Lubin Wang · 2016 · Springer eBooks
  69. Augmented‐reality‐enhanced game‐based learning in flipped English classrooms: Effects on students' creative thinking and vocabulary acquisition
    Hsiu‐Ting Hung, Hui‐Chin Yeh · 2023 · Journal of Computer Assisted Learning
  70. The Relationship between Game Genres, Learning Techniques and Learning Styles in Educational Computer Games
    Kowit Rapeepisarn, Kok Wai Wong, Chun Che Fung, Myint Swe Khine · 2008 · Lecture notes in computer science
  71. Game-based education for disaster prevention
    Meng‐Han Tsai, Ming-Chang Wen, Yu-Lien Chang, Shih-Chung Kang · 2014 · AI & Society
  72. Towards guidelines for designing augmented toy environments
    Steve Hinske, Marc Langheinrich, Matthias Lampe · 2008 · Designing Interactive Systems Conference
  73. Players’ perspectives on the positive impact of video games: A qualitative content analysis of online forum discussions
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  74. Teaching and Learning in the Mixed-Reality Science Classroom
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  75. Delayed Learning Effects with Erroneous Examples: a Study of Learning Decimals with a Web-Based Tutor
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  76. Using video games to combine learning and assessment in mathematics education
    Kristian Juha Mikael Kiili, Keith Devlin, Arttu Perttula, Pauliina Tuomi, Antero Lindstedt · 2015 · International Journal of Serious Games
  77. Investigating the relationships between approaches to learning, learner identities and academic achievement in higher education
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  78. The Higher Education of Gaming
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  79. Effectiveness of Gamification in Flipped Learning
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  80. The effect of gamification on motivation in the education of pre-service social studies teachers
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  81. Game-Based Learning in Higher Education: The Pedagogical Effect of Genially Games in English as a Foreign Language Instruction
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  82. How digital scaffolds in games direct problem-solving behaviors
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  83. Escaping through exergames: Presence, enjoyment, and mood experience in predicting children's attitude toward exergames
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  84. Virtual Reality Design for Stroke Rehabilitation
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  85. The influence of collaboration styles to children’s cognitive performance in digital problem-solving game “William Adventure”: A comparative case study
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  86. Improving student creativity with gamification and virtual worlds
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  87. The algorithms know me and I know them: Using student journals to uncover algorithmic literacy awareness
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  88. Fanfiction Writing and the Construction of Space
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  89. My‐Mini‐Pet: a handheld pet‐nurturing game to engage students in arithmetic practices
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  98. Sources of Evidence-of-Learning: Learning and assessment in the era of big data
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