What video games have to teach us about learning and literacy
Cited by (1,020)
Items 401–500 of 1,020
- Games are motivating, aren´t they? Disputing the arguments for digital game-based learningWim Westera · 2015 · International Journal of Serious Games
- Game‐Based Curricula in Biology Classes: Differential Effects Among Varying Academic LevelsTroy D. Sadler, William Lee Romine, Parker E. Stuart, Dominike Merle‐Johnson · 2013 · Journal of Research in Science Teaching
- Assessing Virtual Reality Environments as Cognitive Stimulation Method for Patients with MCIIoannis Tarnanas, Apostolos C. Tsolakis, Magda Tsolaki · 2014 · Studies in computational intelligence
- Authentic science with citizen science and student‐driven science fair projectsMichele Hollingsworth Koomen, Elizabeth Rodriguez, Alissa Hoffman, Cindy Petersen, Karen S. Oberhauser · 2018 · Science Education
- Motivation is a game: Massively multiplayer online games as agents of motivation in higher educationPapia Bawa, Sunnie Lee Watson, William R. Watson · 2018 · Computers & Education
- New Times and New Literacies: Themes for a Changing WorldJames Paul Gee · 2004 · Cambridge University Press eBooks
- Productive fandom : intermediality and affective reception in fan culturesNicolle Lamerichs · 2014
- How do virtual world experiences bring about learning? A critical review of theoriesSwee‐Kin Loke · 2015 · Australasian Journal of Educational Technology
- Children writing: Multimodality and assessment in the writing classroomJohn Vincent · 2006 · Literacy
- Designing Serious Games for Adult Students with Cognitive DisabilitiesJavier Torrente, Ángel del Blanco, Pablo Moreno-ger A, Baltasar Fernández‐Manjón · 2012 · Lecture notes in computer science
- Avatars as storytellers: affective narratives in virtual museumsStella Sylaiou, Vlasios Kasapakis, Damianos Gavalas, Elena Dzardanova · 2020 · Personal and Ubiquitous Computing
- The Process of Playful Learning in Higher Education: A Phenomenological StudyLisa K. Forbes · 2021 · Journal of Teaching and Learning
- Application of multimedia technology to innovative vocational education on learning satisfaction in ChinaShengnan Wu · 2024 · PLoS ONE · Retracted
- Exploring embedded guidance and self-efficacy in educational multi-user virtual environmentsBrian C. Nelson, Diane Jass Ketelhut · 2008 · International Journal of Computer-Supported Collaborative Learning
- Knowledge and processes that predict proficiency in digital literacyMonica Bulger, Richard E. Mayer, Miriam J. Metzger · 2014 · Reading and Writing
- A gaming frame of mind: digital contexts and academic implicationsSandra Schamroth Abrams · 2009 · Educational Media International
- Early Prediction of Student Profiles Based on Performance and Gaming PreferencesGabriel Barata, Sandra Pereira Gama, Joaquim Armando Jorge, Daniel Jorge Viegas Gonçalves · 2016 · IEEE Transactions on Learning Technologies
- Psychometrics and Game-Based AssessmentRobert J. Mislevy, Seth Corrigan, Andreas Oranje, Kristen Eignor DiCerbo, Malcolm I. Bauer, Alina A. von Davier, Michael John · 2015 · Routledge eBooks
- Making the mainstream accessibleMatthew Tylee Atkinson, Sabahattin Gucukoglu, Colin H.C. Machin, Adrian E. Lawrence · 2006 · ACM SIGGRAPH Symposium on Video Games (Sandbox)
- Making room for the transformation of literacy instruction in the digital classroomSylvana Sofkova Hashemi, Katarina Cederlund · 2016 · Journal of Early Childhood Literacy
- Iterative user and expert feedback in the design of an educational virtual reality biology gameAnnie Wang, Meredith Thompson, Dan Roy, Katharine Pan, Judy Perry, Philip B. Tan, Rik Eberhart, Eric D. Klopfer · 2019 · Interactive Learning Environments
- A Systematic Review of Digital Games in Second Language Learning StudiesFrederick Justin Poole, Jody Clarke‐Midura · 2020 · International Journal of Game-Based Learning
- Connected Play in Virtual Worlds: Communication and Control Mechanisms in Virtual Worlds for Children and AdolescentsYao Du, Thomas D. Grace, Krithika Jagannath, Katie Salen · 2021 · Multimodal Technologies and Interaction
- Science teacher identity research: a scoping literature reviewYanfang Zhai, Jennifer N. Tripp, Xiufeng Liu · 2024 · International Journal of STEM Education
- Women, video gaming and learning: Beyond stereotypesElisabeth Hayes · 2005 · TechTrends
- Collaboration modality, cognitive load, and science inquiry learning in virtual inquiry environmentsBenjamin E. Erlandson, Brian C. Nelson, Wilhelmina C. Savenye · 2010 · Educational Technology Research and Development
- How does an online game based learning environment promote students' intrinsic motivation for learning natural science and how does it affect their learning outcomes?Mei-Jen Kuo · 2007 · IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL)
- Engagement as a Volitional Construct: A Framework for Evidence-Based Research on Educational GamesFilsecker, Michael, Kerres, Michael · 2014 · Simulation & Gaming
- Perceptions of the Value of Digital Mini-GamesBeverly B. Ray, Gail A. Coulter · 2010 · Journal of Computing in Teacher Education
- Pre-Service Teacher Training on Game-Enhanced Mathematics Teaching and LearningΜaria Meletiou-Mavrotheris, Theodosia Prodromou · 2016 · Technology Knowledge and Learning
- World of VocCraft: Computer Games and Swedish Learners’ L2 English VocabularyPia Sundqvist, Liss Kerstin Sylvén · 2012 · Palgrave Macmillan UK eBooks
- Improving Retention for Principles of Accounting Students: Ultra-Short Online Tutorials for Motivating Effort and Improving PerformanceCarol Springer Sargent, A. Faye Borthick, Amy R. Lederberg · 2011 · Issues in Accounting Education
- Students’ Perspectives of a Science Enrichment Programme: Out‐of‐school inquiry as accessApril Luehmann · 2009 · International Journal of Science Education
- Measuring Game EngagementR. Martey, K. Kenski, J. Folkestad, L. Feldman, Elana B. Gordis, A. Shaw, Jennifer Stromer-Galley, Benjamin A. Clegg, Hui Zhang, N. Kaufman et al. · 2014 · Simulation & Gaming
- Game-Based Multimodal Representations and Mathematical Problem SolvingFengfeng Ke, Kathleen M. Clark · 2018 · International Journal of Science and Mathematics Education
- Authentic Learning Experiences Through Play: Games, Simulations and the Construction of KnowledgeLisa L. Galarneau · 2005
- The use and effects of incentive systems on learning and performance in educational gamesSeyedahmad Rahimi, Valerie J. Shute, Renata Kuba, Chih‐Pu Dai, Xiaotong Yang, Ginny L. Smith, Cristina Alonso‐Fernández · 2021 · Computers & Education
- Adding SenseMary Kalantzis, Bill Cope · 2020 · Cambridge University Press eBooks
- Tangible ComputingMichael Horn, Marina Umaschi Bers · 2019 · Cambridge University Press eBooks
- Instructional design and technology grounded in enactivism: A paradigm shift?Qing Li, Bruce Clark, Ian S. Winchester · 2009 · British Journal of Educational Technology
- Teaching for Creativity in UniversitiesEleonora Papaleontiou–Louca, Despina Varnava Marouchou, Simona Mihai, Elmos Konis · 2014 · Journal of Education and Human Development
- Papers, Please and the systemic approach to engaging ethical expertise in videogamesPaul Formosa, Malcolm Ryan, Dan Staines · 2016 · Ethics and Information Technology
- An exploration of adolescents’ perceptions of videogame realismSteven Malliet · 2006 · Learning Media and Technology
- THE ETHICS AND IMPACT OF DIGITAL IMMORTALITYMaggi Savin‐Baden, David J. H. Burden, Taylor, H. · 2017 · Knowledge Cultures
- What do prospective teachers think about educational gamification?İbrahim Kepceoğlu · 2019 · Science education international
- Intercultural Perspective on Impact of Video Games on Players: Insights from a Systematic Review of Recent LiteratureElena Shliakhovchuk, Adolfo Muñoz Garcia · 2020 · Educational Sciences Theory & Practice
- Nursing Students’ Attitudes Toward Video Games and Related New Media TechnologiesJudith Lynch-Sauer, Terry M. VandenBosch, Frederick W Kron, Craig L. Gjerde, Nóra Arató, Ananda Sen, Michael Derwin Fetters · 2011 · Journal of Nursing Education
- Would the ‘real’ girl gamer please stand up? Gender, LAN cafés and the reformulation of the ‘girl’ gamerCatherine Beavis, Claire Elizabeth Charles · 2007 · Gender and Education
- Les jeux du formel et de l’informelGilles Brougère · 2007 · Revue française de pédagogie
- Using Game Elements to Increase Student Engagement in Course AssignmentsDavid Des Armier, Craig Erschel Shepherd, Stan Skrabut · 2016 · College Teaching
- Questions Over Answers: Reflective Game DesignRilla Khaled · 2018 · Gaming media and social effects
- Methods for Game User Research: Studying Player Behavior to Enhance Game DesignHeather Desurvire, Magy Seif El‐Nasr · 2013 · IEEE Computer Graphics and Applications
- Mentor modeling: the internalization of modeled professional thinking in an epistemic gamePadraig Nash, David Williamson Shaffer · 2010 · Journal of Computer Assisted Learning
- Make-Believe in Gameful and Playful DesignSebastian Deterding · 2016 · Human-computer interaction series
- Exploring the potential of digital game-based vocabulary learning: a systematic reviewVnucko, Gregor, Klimova, Blanka · 2023 · Systems
- Investigating the Impact of Gaming Habits, Gender, and Age on the Effectiveness of an Educational Video Game: An Exploratory StudyBorja Manero, Javier Torrente, Clara Fernández-Vara, Baltasar Fernández‐Manjón · 2016 · IEEE Transactions on Learning Technologies
- How Can We Best Assess Spatial Skills? Practical and Conceptual ChallengesDavid H. Uttal, Kiley McKee, Nina K. Simms, Mary Hegarty, Nora S. Newcombe · 2024 · Journal of Intelligence
- A cognitive component analysis approach for developing game-based spatial learning toolsPi‐Hsia Hung, Gwo‐Jen Hwang, Yueh-Hsun Lee, I-Hsiang Su · 2012 · Computers & Education
- On the Effect of Playing Digital Games on Iranian Intermediate EFL Learners’ Motivation toward Learning English VocabulariesNahid Shahriarpour, Zahra Kafi · 2014 · Procedia - Social and Behavioral Sciences
- Reading by Design: Two Case Studies of Digital Reading PracticesJennifer Rowsell, Anne Burke · 2009 · Journal of Adolescent & Adult Literacy
- Pre-service teachers’ perceptions of simSchool as preparation for inclusive education: a pilot studyChristopher Stephen Rayner, Andrew Edward Fluck · 2014 · Asia-Pacific Journal of Teacher Education
- Emotions in Serious Games: From Experience to AssessmentLuigi Anolli, Fabrizia Mantovani, Linda Confalonieri, Antonio Ascolese, L. Peveri · 2010 · International Journal of Emerging Technologies in Learning (iJET)
- Mental Models: Structural Differences and the Role of ExperienceCaleb S. Furlough, Douglas J. Gillan · 2018 · Journal of Cognitive Engineering and Decision Making
- Design and Evaluate Immersive Learning Experience for Massive Open Online Courses (MOOCs)Horace H. S. Ip, Chen Li, Selena Leoni, Yangbin Chen, Ka-Fai Ma, Calvin Hoi-to Wong, Qing Li · 2018 · IEEE Transactions on Learning Technologies
- Investigating Attitudes of Adult Educators towards Educational Mobile Media and Games in Eight European CountriesMuhammet Demirbilek · 2010 · Journal of Information Technology Education Research
- Confronting the Challenges of Participatory Culture – Media Education for the 21st Century (Part Two)Henry Jenkins · 2007 · Nordic Journal of Digital Literacy
- Txting: the end of civilization (again)?Victoria Carrington · 2005 · Cambridge Journal of Education
- Just For Fun: Using Programming Games in Software Programming Training and EducationJu Long · 2007 · Journal of Information Technology Education Research
- Pedagogical Dramas and Transformational Play: Narratively Rich Games for LearningBarab, Sasha A., Dodge, Tyler, Ingram-Goble, Adam, Pettyjohn, Patrick, Peppler, Kylie, Volk, Charlene, Solomou, Maria · 2010 · Mind, Culture, and Activity
- Gaming frequency and academic performanceIp, Barry, Jacobs, Gabriel, Watkins, Alan · 2008 · Australasian Journal of Educational Technology
- From here to there! Elementary: a game-based approach to developing number sense and early algebraic understandingHulse, Taylyn, Daigle, Maria, Manzo, Daniel, Braith, Lindsay, Harrison, Avery, Ottmar, Erin · 2019 · Educational Technology Research and Development
- Hybrid TextsMary Christianakis · 2011 · Urban Education
- Exploiting adventure video games for second language vocabulary recall: a mixed-methods studyMostafa Janebi Enayat, Mohsen Haghighatpasand · 2017 · Innovation in Language Learning and Teaching
- BENEFITS AND CHALLENGES OF USING GAME-BASED FORMATIVE ASSESSMENT AMONG UNDERGRADUATE STUDENTSFatin Kamilia Mohd Arif, Natasha Zaireen Zubir, Maslawati Bt. Mohamad, Melor Md Yunus · 2019 · Humanities & Social Sciences Reviews
- Dynamic Modeling as a Cognitive Regulation Scaffold for Developing Complex Problem-Solving Skills in an Educational Massively Multiplayer Online Game EnvironmentDeniz Eseryel, Xun Ge, Dirk Ifenthaler, Victor Law · 2011 · Journal of Educational Computing Research
- Behavlets: a method for practical player modelling using psychology-based player traits and domain specific featuresBenjamin Ultan Cowley, Darryl K. Charles · 2016 · User Modeling and User-Adapted Interaction
- Board Games and Board Game Design as Learning Tools for Complex Scientific ConceptsF. Chiarello, Maria Gabriella Castellano · 2016 · International Journal of Game-Based Learning
- The Role of Transfer in Designing Games and Simulations for Health: Systematic ReviewDerek Albert Kuipers, Gijs Terlouw, Bard O. Wartena, Job van ‘t Veer, Jelle Prins, Jean-Pierre E. N. Pierie · 2017 · JMIR Serious Games
- Charting Digital Literacy: A Framework for Information Technology and Digital Skills Education in the Community CollegeJeremy Riel, Sonya Christian, Brad Hinson · 2016 · SSRN Electronic Journal
- “An App! An App! My Kingdom for An App”: An 18-Month Quest to Determine Whether Apps Support Mathematical Knowledge BuildingKevin Larkin · 2015 · Mathematics education in the digital era
- Children’s narrative development through computer game authoringJudy Robertson, Judith Good · 2005 · TechTrends
- Games and Learning: What's the Connection?Caroline Pelletier · 2009 · International Journal of Learning and Media
- Using e-learning for maintenance of ALS competenceMorten Lind Jensen, Frederik Mondrup, Freddy Knudsen Lippert, Charlotte Vibeke Ringsted · 2009 · Resuscitation
- Relating gaming habits with student performance in a gamified learning experienceGabriel Barata, Sandra Pereira Gama, Joaquim Armando Jorge, Daniel Jorge Viegas Gonçalves · 2014 · Annual Symposium on Computer-Human Interaction in Play
- Alternate Reality Games as an Informal Learning Tool for Generating STEM Engagement among Underrepresented Youth: a Qualitative Evaluation of the SourceMelissa Lynn Gilliam, Patrick Jagoda, Camille A. Fabiyi, Phoebe Lyman, M. Claire Wilson, Brandon J. Hill, Alida M. Bouris · 2017 · Journal of Science Education and Technology
- Game-Based Assessment: The Past Ten Years and Moving ForwardYoon Jeon Kim, Dirk Ifenthaler · 2019 · Advances in game-based learning
- Gamification Effects on Motivation and Learning: Application to Primary and College StudentsTheresa A. Papp · 2017 · International Journal for Cross-Disciplinary Subjects in Education
- Eye Tracking in Educational Games Environment: Evaluating User Interface Design through Eye Tracking PatternsNurul Hidayah Mat Zain, Fariza Hanis Abdul Razak, Azizah Jaafar, Mohd Firdaus Zulkipli · 2011 · Lecture notes in computer science
- Identifying elementary students' pre-instructional ability to develop algorithms and step-by-step instructionsHilary A. Dwyer, Charlotte Hill, Stacey L. Carpenter, Danielle B. Harlow, Diana M. Franklin · 2014 · ACM Technical Symposium on Computer Science Education (SIGCSE)
- Assessment of the Impact of Information Security Awareness Training Methods on Knowledge, Attitude, and BehaviorBader Alkhazi, Moneer Alshaikh, Sulaiman Alkhezi, Hamza Labbaci · 2022 · IEEE Access
- Balancing Pedagogy, Game and Reality Components Within a Unique Serious Game for Training Levee InspectionCasper Harteveld, Rui Guimarães, Igor Stefan Mayer, Rafael Bidarra E · 2007 · Springer eBooks
- Are serious video games something more than a game? A review on the effectiveness of serious games to facilitate intergenerational learningAntonia Ypsilanti, Ana B. Vivas, Teppo Räisänen, Matti Viitala, Tuula Ijäs, Donald Ropes · 2014 · Education and Information Technologies
- A SURVEY ON CRITICAL LITERACY AS A PEDAGOGICAL APPROACH TO TEACHING ENGLISH IN INDONESIAGin Gin Gustine · 2018 · Indonesian Journal of Applied Linguistics
- Pervasive, Persuasive eLearning: Modeling the Pervasive Learning SpaceSiobhan D. Thomas · 2005 · IEEE International Conference on Pervasive Computing and Communications Workshops (PerCom Workshops)
- Mathematical problem solving and learning in an architecture-themed epistemic gameFeng-Feng Ke · 2019 · Educational technology research and development
- Digital games pre-schoolers play: parental mediation and examination of educational contentAli İbrahim Can Gözüm, Adalet Kandır · 2021 · Education and Information Technologies
- Gamification and English Learning: Innovative Strategies to Motivate Students in the ClassroomSilvia Patricia Jara Chiriboga, Jorge Humberto Valverde Alvarez, David Alejandro Moreira Pozo, Jeremin Adrián Toscano Caisalitin, María Bertha Yaule Chingo, Cecilia Verónica Catota Quinaucho, Augusto Paolo Bernal Párraga · 2025 · Revista Científica de Salud y Desarrollo Humano
- Games as Text, Games as ActionCatherine Beavis · 2014 · Journal of Adolescent & Adult Literacy
- Didaktische Konzeption von Serious Games: Zur Verknüpfung von Spiel- und LernangebotenMichael Kerres, Mark Bormann, Marcel Vervenne · 2009 · MedienPädagogik Zeitschrift für Theorie und Praxis der Medienbildung
- Narratizing Disciplines and Disciplinizing NarrativesSasha Alexander Barab, Melissa Sommerfeld Gresalfi, Tyler Dodge, Adam A. Ingram-Goble · 2010 · International Journal of Gaming and Computer-Mediated Simulations