What video games have to teach us about learning and literacy

Gee, James Paul·2003·Computers in Entertainment

Cited by (1,020)

Items 401–500 of 1,020

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  2. Game‐Based Curricula in Biology Classes: Differential Effects Among Varying Academic Levels
    Troy D. Sadler, William Lee Romine, Parker E. Stuart, Dominike Merle‐Johnson · 2013 · Journal of Research in Science Teaching
  3. Assessing Virtual Reality Environments as Cognitive Stimulation Method for Patients with MCI
    Ioannis Tarnanas, Apostolos C. Tsolakis, Magda Tsolaki · 2014 · Studies in computational intelligence
  4. Authentic science with citizen science and student‐driven science fair projects
    Michele Hollingsworth Koomen, Elizabeth Rodriguez, Alissa Hoffman, Cindy Petersen, Karen S. Oberhauser · 2018 · Science Education
  5. Motivation is a game: Massively multiplayer online games as agents of motivation in higher education
    Papia Bawa, Sunnie Lee Watson, William R. Watson · 2018 · Computers & Education
  6. New Times and New Literacies: Themes for a Changing World
    James Paul Gee · 2004 · Cambridge University Press eBooks
  7. Productive fandom : intermediality and affective reception in fan cultures
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  8. How do virtual world experiences bring about learning? A critical review of theories
    Swee‐Kin Loke · 2015 · Australasian Journal of Educational Technology
  9. Children writing: Multimodality and assessment in the writing classroom
    John Vincent · 2006 · Literacy
  10. Designing Serious Games for Adult Students with Cognitive Disabilities
    Javier Torrente, Ángel del Blanco, Pablo Moreno-ger A, Baltasar Fernández‐Manjón · 2012 · Lecture notes in computer science
  11. Avatars as storytellers: affective narratives in virtual museums
    Stella Sylaiou, Vlasios Kasapakis, Damianos Gavalas, Elena Dzardanova · 2020 · Personal and Ubiquitous Computing
  12. The Process of Playful Learning in Higher Education: A Phenomenological Study
    Lisa K. Forbes · 2021 · Journal of Teaching and Learning
  13. Application of multimedia technology to innovative vocational education on learning satisfaction in China
    Shengnan Wu · 2024 · PLoS ONE · Retracted
  14. Exploring embedded guidance and self-efficacy in educational multi-user virtual environments
    Brian C. Nelson, Diane Jass Ketelhut · 2008 · International Journal of Computer-Supported Collaborative Learning
  15. Knowledge and processes that predict proficiency in digital literacy
    Monica Bulger, Richard E. Mayer, Miriam J. Metzger · 2014 · Reading and Writing
  16. A gaming frame of mind: digital contexts and academic implications
    Sandra Schamroth Abrams · 2009 · Educational Media International
  17. Early Prediction of Student Profiles Based on Performance and Gaming Preferences
    Gabriel Barata, Sandra Pereira Gama, Joaquim Armando Jorge, Daniel Jorge Viegas Gonçalves · 2016 · IEEE Transactions on Learning Technologies
  18. Psychometrics and Game-Based Assessment
    Robert J. Mislevy, Seth Corrigan, Andreas Oranje, Kristen Eignor DiCerbo, Malcolm I. Bauer, Alina A. von Davier, Michael John · 2015 · Routledge eBooks
  19. Making the mainstream accessible
    Matthew Tylee Atkinson, Sabahattin Gucukoglu, Colin H.C. Machin, Adrian E. Lawrence · 2006 · ACM SIGGRAPH Symposium on Video Games (Sandbox)
  20. Making room for the transformation of literacy instruction in the digital classroom
    Sylvana Sofkova Hashemi, Katarina Cederlund · 2016 · Journal of Early Childhood Literacy
  21. Iterative user and expert feedback in the design of an educational virtual reality biology game
    Annie Wang, Meredith Thompson, Dan Roy, Katharine Pan, Judy Perry, Philip B. Tan, Rik Eberhart, Eric D. Klopfer · 2019 · Interactive Learning Environments
  22. A Systematic Review of Digital Games in Second Language Learning Studies
    Frederick Justin Poole, Jody Clarke‐Midura · 2020 · International Journal of Game-Based Learning
  23. Connected Play in Virtual Worlds: Communication and Control Mechanisms in Virtual Worlds for Children and Adolescents
    Yao Du, Thomas D. Grace, Krithika Jagannath, Katie Salen · 2021 · Multimodal Technologies and Interaction
  24. Science teacher identity research: a scoping literature review
    Yanfang Zhai, Jennifer N. Tripp, Xiufeng Liu · 2024 · International Journal of STEM Education
  25. Women, video gaming and learning: Beyond stereotypes
    Elisabeth Hayes · 2005 · TechTrends
  26. Collaboration modality, cognitive load, and science inquiry learning in virtual inquiry environments
    Benjamin E. Erlandson, Brian C. Nelson, Wilhelmina C. Savenye · 2010 · Educational Technology Research and Development
  27. 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)
  28. Engagement as a Volitional Construct: A Framework for Evidence-Based Research on Educational Games
    Filsecker, Michael, Kerres, Michael · 2014 · Simulation & Gaming
  29. Perceptions of the Value of Digital Mini-Games
    Beverly B. Ray, Gail A. Coulter · 2010 · Journal of Computing in Teacher Education
  30. Pre-Service Teacher Training on Game-Enhanced Mathematics Teaching and Learning
    Μaria Meletiou-Mavrotheris, Theodosia Prodromou · 2016 · Technology Knowledge and Learning
  31. World of VocCraft: Computer Games and Swedish Learners’ L2 English Vocabulary
    Pia Sundqvist, Liss Kerstin Sylvén · 2012 · Palgrave Macmillan UK eBooks
  32. Improving Retention for Principles of Accounting Students: Ultra-Short Online Tutorials for Motivating Effort and Improving Performance
    Carol Springer Sargent, A. Faye Borthick, Amy R. Lederberg · 2011 · Issues in Accounting Education
  33. Students’ Perspectives of a Science Enrichment Programme: Out‐of‐school inquiry as access
    April Luehmann · 2009 · International Journal of Science Education
  34. Measuring Game Engagement
    R. 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
  35. Game-Based Multimodal Representations and Mathematical Problem Solving
    Fengfeng Ke, Kathleen M. Clark · 2018 · International Journal of Science and Mathematics Education
  36. Authentic Learning Experiences Through Play: Games, Simulations and the Construction of Knowledge
    Lisa L. Galarneau · 2005
  37. The use and effects of incentive systems on learning and performance in educational games
    Seyedahmad Rahimi, Valerie J. Shute, Renata Kuba, Chih‐Pu Dai, Xiaotong Yang, Ginny L. Smith, Cristina Alonso‐Fernández · 2021 · Computers & Education
  38. Adding Sense
    Mary Kalantzis, Bill Cope · 2020 · Cambridge University Press eBooks
  39. Tangible Computing
    Michael Horn, Marina Umaschi Bers · 2019 · Cambridge University Press eBooks
  40. Instructional design and technology grounded in enactivism: A paradigm shift?
    Qing Li, Bruce Clark, Ian S. Winchester · 2009 · British Journal of Educational Technology
  41. Teaching for Creativity in Universities
    Eleonora Papaleontiou–Louca, Despina Varnava Marouchou, Simona Mihai, Elmos Konis · 2014 · Journal of Education and Human Development
  42. Papers, Please and the systemic approach to engaging ethical expertise in videogames
    Paul Formosa, Malcolm Ryan, Dan Staines · 2016 · Ethics and Information Technology
  43. An exploration of adolescents’ perceptions of videogame realism
    Steven Malliet · 2006 · Learning Media and Technology
  44. THE ETHICS AND IMPACT OF DIGITAL IMMORTALITY
    Maggi Savin‐Baden, David J. H. Burden, Taylor, H. · 2017 · Knowledge Cultures
  45. What do prospective teachers think about educational gamification?
    İbrahim Kepceoğlu · 2019 · Science education international
  46. Intercultural Perspective on Impact of Video Games on Players: Insights from a Systematic Review of Recent Literature
    Elena Shliakhovchuk, Adolfo Muñoz Garcia · 2020 · Educational Sciences Theory & Practice
  47. Nursing Students’ Attitudes Toward Video Games and Related New Media Technologies
    Judith Lynch-Sauer, Terry M. VandenBosch, Frederick W Kron, Craig L. Gjerde, Nóra Arató, Ananda Sen, Michael Derwin Fetters · 2011 · Journal of Nursing Education
  48. Would the ‘real’ girl gamer please stand up? Gender, LAN cafés and the reformulation of the ‘girl’ gamer
    Catherine Beavis, Claire Elizabeth Charles · 2007 · Gender and Education
  49. Les jeux du formel et de l’informel
    Gilles Brougère · 2007 · Revue française de pédagogie
  50. Using Game Elements to Increase Student Engagement in Course Assignments
    David Des Armier, Craig Erschel Shepherd, Stan Skrabut · 2016 · College Teaching
  51. Questions Over Answers: Reflective Game Design
    Rilla Khaled · 2018 · Gaming media and social effects
  52. Methods for Game User Research: Studying Player Behavior to Enhance Game Design
    Heather Desurvire, Magy Seif El‐Nasr · 2013 · IEEE Computer Graphics and Applications
  53. Mentor modeling: the internalization of modeled professional thinking in an epistemic game
    Padraig Nash, David Williamson Shaffer · 2010 · Journal of Computer Assisted Learning
  54. Make-Believe in Gameful and Playful Design
    Sebastian Deterding · 2016 · Human-computer interaction series
  55. Exploring the potential of digital game-based vocabulary learning: a systematic review
    Vnucko, Gregor, Klimova, Blanka · 2023 · Systems
  56. Investigating the Impact of Gaming Habits, Gender, and Age on the Effectiveness of an Educational Video Game: An Exploratory Study
    Borja Manero, Javier Torrente, Clara Fernández-Vara, Baltasar Fernández‐Manjón · 2016 · IEEE Transactions on Learning Technologies
  57. How Can We Best Assess Spatial Skills? Practical and Conceptual Challenges
    David H. Uttal, Kiley McKee, Nina K. Simms, Mary Hegarty, Nora S. Newcombe · 2024 · Journal of Intelligence
  58. A cognitive component analysis approach for developing game-based spatial learning tools
    Pi‐Hsia Hung, Gwo‐Jen Hwang, Yueh-Hsun Lee, I-Hsiang Su · 2012 · Computers & Education
  59. On the Effect of Playing Digital Games on Iranian Intermediate EFL Learners’ Motivation toward Learning English Vocabularies
    Nahid Shahriarpour, Zahra Kafi · 2014 · Procedia - Social and Behavioral Sciences
  60. Reading by Design: Two Case Studies of Digital Reading Practices
    Jennifer Rowsell, Anne Burke · 2009 · Journal of Adolescent & Adult Literacy
  61. Pre-service teachers’ perceptions of simSchool as preparation for inclusive education: a pilot study
    Christopher Stephen Rayner, Andrew Edward Fluck · 2014 · Asia-Pacific Journal of Teacher Education
  62. Emotions in Serious Games: From Experience to Assessment
    Luigi Anolli, Fabrizia Mantovani, Linda Confalonieri, Antonio Ascolese, L. Peveri · 2010 · International Journal of Emerging Technologies in Learning (iJET)
  63. Mental Models: Structural Differences and the Role of Experience
    Caleb S. Furlough, Douglas J. Gillan · 2018 · Journal of Cognitive Engineering and Decision Making
  64. 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
  65. Investigating Attitudes of Adult Educators towards Educational Mobile Media and Games in Eight European Countries
    Muhammet Demirbilek · 2010 · Journal of Information Technology Education Research
  66. Confronting the Challenges of Participatory Culture – Media Education for the 21st Century (Part Two)
    Henry Jenkins · 2007 · Nordic Journal of Digital Literacy
  67. Txting: the end of civilization (again)?
    Victoria Carrington · 2005 · Cambridge Journal of Education
  68. Just For Fun: Using Programming Games in Software Programming Training and Education
    Ju Long · 2007 · Journal of Information Technology Education Research
  69. Pedagogical Dramas and Transformational Play: Narratively Rich Games for Learning
    Barab, Sasha A., Dodge, Tyler, Ingram-Goble, Adam, Pettyjohn, Patrick, Peppler, Kylie, Volk, Charlene, Solomou, Maria · 2010 · Mind, Culture, and Activity
  70. Gaming frequency and academic performance
    Ip, Barry, Jacobs, Gabriel, Watkins, Alan · 2008 · Australasian Journal of Educational Technology
  71. From here to there! Elementary: a game-based approach to developing number sense and early algebraic understanding
    Hulse, Taylyn, Daigle, Maria, Manzo, Daniel, Braith, Lindsay, Harrison, Avery, Ottmar, Erin · 2019 · Educational Technology Research and Development
  72. Hybrid Texts
    Mary Christianakis · 2011 · Urban Education
  73. Exploiting adventure video games for second language vocabulary recall: a mixed-methods study
    Mostafa Janebi Enayat, Mohsen Haghighatpasand · 2017 · Innovation in Language Learning and Teaching
  74. BENEFITS AND CHALLENGES OF USING GAME-BASED FORMATIVE ASSESSMENT AMONG UNDERGRADUATE STUDENTS
    Fatin Kamilia Mohd Arif, Natasha Zaireen Zubir, Maslawati Bt. Mohamad, Melor Md Yunus · 2019 · Humanities & Social Sciences Reviews
  75. Dynamic Modeling as a Cognitive Regulation Scaffold for Developing Complex Problem-Solving Skills in an Educational Massively Multiplayer Online Game Environment
    Deniz Eseryel, Xun Ge, Dirk Ifenthaler, Victor Law · 2011 · Journal of Educational Computing Research
  76. Behavlets: a method for practical player modelling using psychology-based player traits and domain specific features
    Benjamin Ultan Cowley, Darryl K. Charles · 2016 · User Modeling and User-Adapted Interaction
  77. Board Games and Board Game Design as Learning Tools for Complex Scientific Concepts
    F. Chiarello, Maria Gabriella Castellano · 2016 · International Journal of Game-Based Learning
  78. The Role of Transfer in Designing Games and Simulations for Health: Systematic Review
    Derek Albert Kuipers, Gijs Terlouw, Bard O. Wartena, Job van ‘t Veer, Jelle Prins, Jean-Pierre E. N. Pierie · 2017 · JMIR Serious Games
  79. Charting Digital Literacy: A Framework for Information Technology and Digital Skills Education in the Community College
    Jeremy Riel, Sonya Christian, Brad Hinson · 2016 · SSRN Electronic Journal
  80. “An App! An App! My Kingdom for An App”: An 18-Month Quest to Determine Whether Apps Support Mathematical Knowledge Building
    Kevin Larkin · 2015 · Mathematics education in the digital era
  81. Children’s narrative development through computer game authoring
    Judy Robertson, Judith Good · 2005 · TechTrends
  82. Games and Learning: What's the Connection?
    Caroline Pelletier · 2009 · International Journal of Learning and Media
  83. Using e-learning for maintenance of ALS competence
    Morten Lind Jensen, Frederik Mondrup, Freddy Knudsen Lippert, Charlotte Vibeke Ringsted · 2009 · Resuscitation
  84. Relating gaming habits with student performance in a gamified learning experience
    Gabriel Barata, Sandra Pereira Gama, Joaquim Armando Jorge, Daniel Jorge Viegas Gonçalves · 2014 · Annual Symposium on Computer-Human Interaction in Play
  85. Alternate Reality Games as an Informal Learning Tool for Generating STEM Engagement among Underrepresented Youth: a Qualitative Evaluation of the Source
    Melissa 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
  86. Game-Based Assessment: The Past Ten Years and Moving Forward
    Yoon Jeon Kim, Dirk Ifenthaler · 2019 · Advances in game-based learning
  87. Gamification Effects on Motivation and Learning: Application to Primary and College Students
    Theresa A. Papp · 2017 · International Journal for Cross-Disciplinary Subjects in Education
  88. Eye Tracking in Educational Games Environment: Evaluating User Interface Design through Eye Tracking Patterns
    Nurul Hidayah Mat Zain, Fariza Hanis Abdul Razak, Azizah Jaafar, Mohd Firdaus Zulkipli · 2011 · Lecture notes in computer science
  89. Identifying elementary students' pre-instructional ability to develop algorithms and step-by-step instructions
    Hilary A. Dwyer, Charlotte Hill, Stacey L. Carpenter, Danielle B. Harlow, Diana M. Franklin · 2014 · ACM Technical Symposium on Computer Science Education (SIGCSE)
  90. Assessment of the Impact of Information Security Awareness Training Methods on Knowledge, Attitude, and Behavior
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  91. Balancing Pedagogy, Game and Reality Components Within a Unique Serious Game for Training Levee Inspection
    Casper Harteveld, Rui Guimarães, Igor Stefan Mayer, Rafael Bidarra E · 2007 · Springer eBooks
  92. Are serious video games something more than a game? A review on the effectiveness of serious games to facilitate intergenerational learning
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  93. A SURVEY ON CRITICAL LITERACY AS A PEDAGOGICAL APPROACH TO TEACHING ENGLISH IN INDONESIA
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  94. Pervasive, Persuasive eLearning: Modeling the Pervasive Learning Space
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  95. Mathematical problem solving and learning in an architecture-themed epistemic game
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  99. Didaktische Konzeption von Serious Games: Zur Verknüpfung von Spiel- und Lernangeboten
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  100. Narratizing Disciplines and Disciplinizing Narratives
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