What video games have to teach us about learning and literacy
Cited by (1,020)
Items 501–600 of 1,020
- Collaborative virtual gaming worlds in higher educationNicola Whitton, Paul A. Hollins · 2008 · Research in Learning Technology
- Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototypeLuís Fernandes, Gonçalo Cruz, Diogo Martins Azevedo, Ricardo Rodrigues Nunes, Hugo Paredes, Leonel Caseiro Morgado, Luís Barbosa, Paulo Martins, Benjamim Fonseca, Paulo Cristóvão et al. · 2016 · Behaviour and Information Technology
- A Review of Multiliteracies Pedagogy in Primary ClassroomsPirjo Kulju, Reijo Kupiainen, Angela M. Wiseman, Anne Jyrkiäinen, Kirsi-Liisa Koskinen-Sinisalo, Marita Mäkinen · 2018 · Language and Literacy
- The New Literacies of Online Reading Comprehension: New Opportunities and Challenges for Students with Learning DifficultiesJill Castek, Lisa Zawilinski, J. Gregory McVerry, William Ian O’Byrne, Donald J. Leu · 2010 · Springer eBooks
- Getting Played: Gamification and the Rise of Algorithmic SurveillanceCasey O’Donnell · 2014 · Surveillance & Society
- Extending Readers Theatre: A Powerful and Purposeful Match With PodcastingSheri Vasinda, Julie McLeod · 2011 · The Reading Teacher
- Relationships between Computer and Video Game Play and Creativity among Upper Elementary School StudentsKarla R. Hamlen · 2009 · Journal of Educational Computing Research
- A Gamification–Motivation Design Framework for Educational Software DevelopersJim Buckley, Tabea De Wille, Chris Exton, Geraldine Exton, Liam Murray · 2018 · Journal of Educational Technology Systems
- Technologies for Teaching and Learning Intercultural Competence and Interlanguage PragmaticsJulie M. Sykes · 2017 · Wiley eBooks
- How Wii Teach Physical Education and HealthJonas Almqvist, Jane Meckbach, Marie Öhman, Mikael Quennerstedt · 2016 · SAGE Open
- Bringing Literacy Studies into Research on Learning Across the CurriculumRoz Ivanič · 2009 · Palgrave Macmillan UK eBooks
- Integration of Virtual Reality in Secondary STEM EducationEric Nersesian, Adam Spryszynski, Michael Jongseon Lee · 2019 · IEEE Integrated STEM Education Conference (ISEC)
- Language policy in the making: an analysis of bilingual gaming activitiesSirpa Leppänen, Arja Piirainen–Marsh · 2009 · Language Policy
- TESTING THE EFFECTIVENESS OF MATHEMATICAL GAMES AS A PEDAGOGICAL TOOL FOR CHILDREN’S LEARNINGLeicha A. Bragg · 2012 · International Journal of Science and Mathematics Education
- A Multiliteracies Pedagogy: Exploring Semiotic Possibilities of a Disney Video in a Third Grade Diverse ClassroomLasisi Ajayi · 2010 · The Urban Review
- A Research Metasynthesis on Digital Video Composing in ClassroomsSuzanne M. Miller · 2013 · Journal of Literacy Research
- Japanese Students’ Perceptions of Digital Game Use for English-Language Learning in Higher EducationDoris U. Bolliger, Daniel J. Mills, Jeremy Stewart White, Megumi Kohyama · 2015 · Journal of Educational Computing Research
- What Are Preadolescent Readers Doing Online? An Examination of Upper Elementary Students’ Reading, Writing, and Communication in Digital SpacesAmy C. Hutchison, Lindsay Woodward, Jamie Colwell · 2016 · Reading Research Quarterly
- Educational Game and Intelligent Tutoring SystemYanjin Long, Vincent A. W. M. M. Aleven · 2017 · ACM Transactions on Computer-Human Interaction
- Educational game designChaima Jemmali, Sara Bunian, Andrea Mambretti, Magy Seif El‐Nasr · 2018 · International Conference on the Foundations of Digital Games (FDG)
- Development of an Issue-Situation-Based Board Game: A Systemic Learning Environment for Water Resource Adaptation EducationPing-Han Cheng, Ting‐Kuang Yeh, Jen-Che Tsai, Ching‐Rong Lin, Chun‐Yen Chang · 2019 · Sustainability
- Digital Gameplay for Autonomous Foreign Language Learning: Gamers’ and Language Teachers’ PerspectivesAlice Chik · 2012 · Palgrave Macmillan UK eBooks
- The Impact of Video Game Play on Human (and Orc) CreativityNicholas David Bowman, Rachel Kowert, Christopher John Ferguson · 2015 · Elsevier eBooks
- Effects of type of exploratory strategy and prior knowledge on middle school students’ learning of chemical formulas from a 3D role-playing gameMing‐Puu Chen, Yu-Ting Wong, Li‐Chun Wang · 2013 · Educational Technology Research and Development
- Simulated Sustainable Societies: Students’ Reflections on Creating Future Cities in Computer GamesElisabet M. Nilsson, Anders Jakobsson · 2010 · Journal of Science Education and Technology
- Your Best Friend or Your Worst Enemy: Youth Popular Culture, Pedagogy, and Curriculum in Urban ClassroomsJeffrey M. R. Duncan‐Andrade · 2004 · The Review of Education Pedagogy & Cultural Studies
- Deploying learning materials to game content for serious education game development: A case studyHarits Ar Rosyid, Matt Palmerlee, Ke Chen · 2018 · Entertainment Computing
- Immersive Digital Games: The Interfaces for Next-Generation E-Learning?Michael Kickmeier-Rust, Neil Peirce, Owen Conlan, Daniel Schwarz, Dominique Verpoorten, Dietrich Albert · 2007 · Lecture notes in computer science
- Does the emotional design of scaffolds enhance learning and motivational outcomes in game‐based learning?Antti Koskinen, Jake A. McMullen, Manuel Ninaus, Kristian Juha Mikael Kiili · 2022 · Journal of Computer Assisted Learning
- The Impact of Gamification on Student Motivation and Engagement: An Empirical StudyHamadah Alsadoon · 2023 · Dirasat: Educational Sciences
- Beyond myopic visions of education: revisiting movement literacyJeanne Adèle Kentel, Teresa M. Dobson · 2007 · Physical Education and Sport Pedagogy
- Rethinking the Articulation Between Business and Technical Communication and Writing in the DisciplinesDavid R. Russell · 2007 · Journal of Business and Technical Communication
- Factors at Play in Tertiary Curriculum GamificationPenny de Byl · 2013 · International Journal of Game-Based Learning
- Meaning and Learning in a World of Instability and MultiplicityGünther Kress · 2007 · Studies in Philosophy and Education
- Gamification in intelligent tutoring systemsCarina Soledad González González, Alberto Mora, Pedro Toledo · 2014 · Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM'21)
- Computer games to teach hygiene: an evaluation of the e-Bug junior gameD. Farrell, Patty Kostkova, Julius Rudolph Weinberg, Lisa J. Lazareck, Dasun Weerasinghe, Donna Marie Lecky, Cliodna A. M. McNulty · 2011 · Journal of Antimicrobial Chemotherapy
- Navigating Massively Multiplayer Online Games: Evaluating 21st Century Skills for Learning within Virtual EnvironmentsMichael P. McCreery, Peter G. Schrader, Shelley Kathleen Krach · 2011 · Journal of Educational Computing Research
- Let’s Play: Exploring literacy practices in an emerging videogame paratextCatherine Burwell, Thomas Miller · 2016 · E-Learning and Digital Media
- A Proposed Framework to Understand the Intrinsic Motivation Factors on University Students’ Behavioral Intention to Use a Mobile Application for LearningRonnie Homi Shroff, Christopher J. Keyes · 2017 · Journal of Information Technology Education Research
- Toward a typology of young produsers: Teenagers’ transmedia skills, media production, and narrative and aesthetic appreciationMar Guerrero-Pico, María-José Masanet, Carlos Alberto Scolari · 2018 · New Media & Society
- Assessing consumer literacy on financial complex productsLuís Filipe Rodrigues, Abílio Oliveira, Helena Rodrigues, Carlos José de Castro Costa · 2019 · Journal of Behavioral and Experimental Finance
- News Literacy Education in a Polarized Political Climate: How Games Can Teach Youth to Spot MisinformationYoo Kyung Chang, Ioana Literat, Charlotte Price, Joseph I. Eisman, Amy L. Chapman, Jonathan Gardner, Azsaneé Truss · 2020 · Harvard Kennedy School Misinformation Review
- Inspired by Technology, Driven by PedagogyOECD · 2010 · Educational research and innovation
- Educating the fighter: buttonmashing, seeing, beingKurt D. Squire · 2005 · On the Horizon The International Journal of Learning Futures
- Epistemic trajectories: mentoring in a game design practicumPadraig Nash, David Williamson Shaffer · 2012 · Instructional Science
- Strategies for Effective Digital Games Development and ImplementationTheodore Lim, Sandy Louchart, N. Suttie, James Millar Ritchie, Ruth S. Aylett, Ioana Andreea Stănescu, Ion Roceanu, Iván Martínez‐Ortiz, Pablo Moreno-ger A · 2013 · IGI Global eBooks
- Media and Cognitive DevelopmentDaniel R. Anderson, Heather L. Kirkorian · 2015 · Wiley eBooks
- Principles for the design of a history and heritage game based on the evaluation of immersive virtual reality video gamesAlejandro Egea Vivancos, Laura Arias Ferrer · 2020 · E-Learning and Digital Media
- Gamification for LearningChih‐Hsiung Tu, Laura E Sujo-Montes, Cherng‐Jyh Yen · 2014 · Springer eBooks
- Are You Ready to Teach Secondary Mathematics in the 21stCentury?Qing Li, Collette Lemieux, Elise Vandermeiden, Shahista Nathoo · 2013 · Journal of Research on Technology in Education
- Hybrid discourse practice and science learningGeorge Kamberelis, Mary D. Wehunt · 2012 · Cultural Studies of Science Education
- Classroom pedagogies, digital literacies and the home-school digital divideRobyn Henderson · 2011 · International Journal of Pedagogies and Learning
- Video game play and lucid dreams: Implications for the development of consciousness.Jayne Gackenbach · 2006 · Dreaming
- Science games and the development of scientific possible selvesMargaret E. Beier, Leslie Miller, Shu Wang · 2012 · Cultural Studies of Science Education
- Mitigation and adaptation: Critical perspectives toward digital technologies in place-conscious environmental educationDavid A. Greenwood, Robert Justin Hougham · 2015 · Policy Futures in Education
- Considering the history of digital technologies in educationSarah Katherine Howard, Adrian Mozejko · 2015 · Cambridge University Press eBooks
- Teaching language and literacy with games: What? How? Why?Jonathan William deHaan · 2019 · Ludic Language Pedagogy
- Can educational video games increase high school students' interest in theatre?Borja Manero, Javier Torrente, Ángel Serrano, Iván Martínez‐Ortiz, Baltasar Fernández‐Manjón · 2015 · Computers & Education
- The Uncanny, Digital Texts and LiteracyVictoria Carrington · 2005 · Language and Education
- Listening to learning outside the classroom: student teachers study playground literaciesElizabeth Grugeon · 2005 · Literacy
- Coding with Minecraft: The Development of Middle School Students’ Computational ThinkingEmine Kutay, Diler Öner · 2022 · ACM Transactions on Computing Education
- Digital games in academic libraries: a review of games and suggested best practicesMary J. Snyder Broussard · 2012 · Reference Services Review
- Playful User InterfacesAnton Nijholt · 2014 · Gaming media and social effects
- Gamified Modules for an Introductory Statistics Course and Their Impact on Attitudes and LearningTamarah Smith · 2017 · Simulation & Gaming
- From digital native to digital apprentice. A case study of the transmedia skills and informal learning strategies of adolescents in SpainMaría-José Masanet, Mar Guerrero-Pico, María-José Establés · 2019 · Learning Media and Technology
- Generating Educational Game Levels with Multistep Deep Convolutional Generative Adversarial NetworksKyungjin Park, Bradford Mott, Wookhee Min, Kristy Elizabeth Boyer, Eric Wiebe, James C. Lester · 2019 · IEEE Conference on Games (CoG)
- Analysis of the applicability and utility of a gamified didactics with exergames at primary schools: Qualitative findings from a natural experimentAlejandro Quintas‐Hijós, Carlos Peñarrubia Lozano, Juan Carlos Bustamante · 2020 · PLoS ONE
- Empirical Taxonomies of Gameplay EnjoymentJohn M. Quick, Robert K. Atkinson, Lijia Lin · 2012 · International Journal of Game-Based Learning
- Computer Games and Sociocultural Play: An Activity Theoretical PerspectiveChee Siang Ang, Panayiotis Zaphiris, Stephanie Wilson · 2010 · Games and Culture
- Annie: Automated Generation of Adaptive Learner Guidance for Fun Serious GamesThomas, J M, Young, R M · 2010 · IEEE Transactions on Learning Technologies
- Rethinking Game Studies: A case study approach to video game play and identificationAdrienne Shaw · 2012 · Critical Studies in Media Communication
- Reconfiguring Interactivity, Agency and Pleasure in the Education and Computer Games Debate — Using Žižek's Concept of Interpassivity to Analyse Educational PlayCaroline Pelletier · 2005 · E-Learning and Digital Media
- A Serious Game for Learning C Programming Language Concepts Using Solo TaxonomyAlaeeddine Yassine, Driss Chenouni, Mohammed Berrada, Ahmed Tahiri · 2017 · International Journal of Emerging Technologies in Learning (iJET)
- Termbot: A Chatbot-Based Crossword Game for Gamified Medical Terminology LearningMei‐Hua Hsu, Tien‐Ming Chan, Chi-Shun Yu · 2023 · International Journal of Environmental Research and Public Health
- The Impact of In-Classroom Non-Digital Game-Based Learning Activities on Students Transitioning to Higher EducationChitra Balakrishna · 2023 · Education Sciences
- Effectiveness of Virtual Reality on Chinese as a second language vocabulary learning: perceptions from international studentsChen Chen, Yifeng Yuan · 2023 · Computer Assisted Language Learning
- Effects of ICT Integration in Teaching Using Learning ActivitiesFlorentina Toma, Andreea Ardelean, Cătălin Grădinaru, Alexandru Nedelea, Daniel Constantin Diaconu · 2023 · Sustainability
- How to improve reading and writing skills in primary schools: A comparison between gamification and pen-and-paper trainingAngela Cattoni, Francesca Anderle, Paola Venuti, Angela Pasqualotto · 2024 · International Journal of Child-Computer Interaction
- Collaborative Problem Solving and Literacy PracticesSabria Salama Jawhar, Alia Amir, Rizwan-ul Huq, Simon John Stewart · 2024 · Social Interaction Video-Based Studies of Human Sociality
- Faith in Frames: Constructing a Digital Game‐Based Learning Framework for Religious EducationChristos Papakostas · 2024 · Teaching Theology & Religion
- Animal companions: Fostering children's effort‐making by nurturing virtual petsZhi‐Hong Chen, Calvin C.Y. Liao, Tzu-Chao Chien, Tak-Wai Chan · 2009 · British Journal of Educational Technology
- Chronotopes in education: Conventional and dialogicEugene Matusov · 2015 · Dialogic Pedagogy A Journal for Studies of Dialogic Education
- A Study on the Relationship between Educational Achievement and Emotional Engagement in a Gameful Interface for Video Lecture SystemsHaksu Lee, Young Yim Doh · 2012 · International Symposium on Ubiquitous Virtual Reality
- The Impact of Recreational Video Game Play on Children's and Adolescents' CognitionFran C. Blumberg, Elizabeth Altschuler, Debby E. Almonte, Maxwell I. Mileaf · 2013 · New Directions for Child and Adolescent Development
- Examining the Effects of a School-wide Reading Culture on the Engagement of Middle School StudentsErika Daniels, Michael Steres · 2011 · RMLE Online
- Potential of Gamification as Assessment ToolCláudia Cardinale Nunes Menezes, Robélius De-Bortoli · 2016 · Creative Education
- Video Game Visions of Climate FuturesBenjamin J. Abraham · 2015 · Games and Culture
- Second screen effectsRebecca Coates Nee, David M. Dozier · 2015 · Convergence The International Journal of Research into New Media Technologies
- P-III: A Player-Centered, Iterative, Interdisciplinary and Integrated Framework for Serious Game Design and DevelopmentVero Vanden Abeele, Bob De Schutter, Luc Geurts, Stef Desmet, Jeroen Wauters, Jelle Husson, Lieven Van den Audenaeren, Frederik Van Broeckhoven, Jan-Henk Annema, David Geerts · 2012 · Communications in computer and information science
- STUDENT INTEREST IN TECHNOLOGY AND SCIENCE (SITS) SURVEY: DEVELOPMENT, VALIDATION, AND USE OF A NEW INSTRUMENTWilliam Lee Romine, Troy D. Sadler, Morgan L. Presley, Michelle L. Klosterman · 2013 · International Journal of Science and Mathematics Education
- Civilization III and Whole-Class Play in High School Social StudiesJohn K. Lee, Jeffrey Allan Probert · 2010 · The Journal of Social Studies Research
- Wu's castleMichael John Eagle, Tiffany M. Barnes · 2008 · ACM Conference on Innovation and Technology in Computer Science Education (ITiCSE)
- Short Cuts and Extended Techniques: Rethinking relations between technology and educational theoryKurt Thumlert, Suzanne de Castell, Jennifer Jenson · 2014 · Educational Philosophy and Theory
- How design-based research and action research contribute to the development of a new design for learningGunver Majgaard, Morten Misfeldt, Jacob Nielsen · 2011 · Designs for Learning
- A Model of Climate Policy Using Board Game MechanicsEdward Castronova, Isaac Knowles · 2015 · International Journal of Serious Games
- Designing role-playing video games for ethical thinkingKaren “Kat” Schrier · 2016 · Educational Technology Research and Development
- MOTIVATION AND LEARNING ENGAGEMENT THROUGH PLAYING MATH VIDEO GAMESDaisyane Barreto, Lucas Vasconcelos, Michael A. Orey · 2017 · Malaysian Journal of Learning and Instruction
- Interaction in a discussion list: An exploration of cognitive, social, and teaching presence in teachers’ online collaborationsFatemeh Nami, Seyyedeh Susan Marandi, Elaheh Sotoudehnama · 2018 · ReCALL
- Evolution in the Classroom: What teachers need to know about the video game generationS. Simpson Elizabeth · 2005 · TechTrends
- Project-, problem-, and inquiry-based learningPeter Albion · 2015 · Cambridge University Press eBooks