What video games have to teach us about learning and literacy

Gee, James Paul·2003·Computers in Entertainment

Cited by (1,020)

Items 501–600 of 1,020

  1. Collaborative virtual gaming worlds in higher education
    Nicola Whitton, Paul A. Hollins · 2008 · Research in Learning Technology
  2. Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype
    Luís 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
  3. A Review of Multiliteracies Pedagogy in Primary Classrooms
    Pirjo Kulju, Reijo Kupiainen, Angela M. Wiseman, Anne Jyrkiäinen, Kirsi-Liisa Koskinen-Sinisalo, Marita Mäkinen · 2018 · Language and Literacy
  4. The New Literacies of Online Reading Comprehension: New Opportunities and Challenges for Students with Learning Difficulties
    Jill Castek, Lisa Zawilinski, J. Gregory McVerry, William Ian O’Byrne, Donald J. Leu · 2010 · Springer eBooks
  5. Getting Played: Gamification and the Rise of Algorithmic Surveillance
    Casey O’Donnell · 2014 · Surveillance & Society
  6. Extending Readers Theatre: A Powerful and Purposeful Match With Podcasting
    Sheri Vasinda, Julie McLeod · 2011 · The Reading Teacher
  7. Relationships between Computer and Video Game Play and Creativity among Upper Elementary School Students
    Karla R. Hamlen · 2009 · Journal of Educational Computing Research
  8. A Gamification–Motivation Design Framework for Educational Software Developers
    Jim Buckley, Tabea De Wille, Chris Exton, Geraldine Exton, Liam Murray · 2018 · Journal of Educational Technology Systems
  9. Technologies for Teaching and Learning Intercultural Competence and Interlanguage Pragmatics
    Julie M. Sykes · 2017 · Wiley eBooks
  10. How Wii Teach Physical Education and Health
    Jonas Almqvist, Jane Meckbach, Marie Öhman, Mikael Quennerstedt · 2016 · SAGE Open
  11. Bringing Literacy Studies into Research on Learning Across the Curriculum
    Roz Ivanič · 2009 · Palgrave Macmillan UK eBooks
  12. Integration of Virtual Reality in Secondary STEM Education
    Eric Nersesian, Adam Spryszynski, Michael Jongseon Lee · 2019 · IEEE Integrated STEM Education Conference (ISEC)
  13. Language policy in the making: an analysis of bilingual gaming activities
    Sirpa Leppänen, Arja Piirainen–Marsh · 2009 · Language Policy
  14. TESTING THE EFFECTIVENESS OF MATHEMATICAL GAMES AS A PEDAGOGICAL TOOL FOR CHILDREN’S LEARNING
    Leicha A. Bragg · 2012 · International Journal of Science and Mathematics Education
  15. A Multiliteracies Pedagogy: Exploring Semiotic Possibilities of a Disney Video in a Third Grade Diverse Classroom
    Lasisi Ajayi · 2010 · The Urban Review
  16. A Research Metasynthesis on Digital Video Composing in Classrooms
    Suzanne M. Miller · 2013 · Journal of Literacy Research
  17. Japanese Students’ Perceptions of Digital Game Use for English-Language Learning in Higher Education
    Doris U. Bolliger, Daniel J. Mills, Jeremy Stewart White, Megumi Kohyama · 2015 · Journal of Educational Computing Research
  18. What Are Preadolescent Readers Doing Online? An Examination of Upper Elementary Students’ Reading, Writing, and Communication in Digital Spaces
    Amy C. Hutchison, Lindsay Woodward, Jamie Colwell · 2016 · Reading Research Quarterly
  19. Educational Game and Intelligent Tutoring System
    Yanjin Long, Vincent A. W. M. M. Aleven · 2017 · ACM Transactions on Computer-Human Interaction
  20. Educational game design
    Chaima Jemmali, Sara Bunian, Andrea Mambretti, Magy Seif El‐Nasr · 2018 · International Conference on the Foundations of Digital Games (FDG)
  21. Development of an Issue-Situation-Based Board Game: A Systemic Learning Environment for Water Resource Adaptation Education
    Ping-Han Cheng, Ting‐Kuang Yeh, Jen-Che Tsai, Ching‐Rong Lin, Chun‐Yen Chang · 2019 · Sustainability
  22. Digital Gameplay for Autonomous Foreign Language Learning: Gamers’ and Language Teachers’ Perspectives
    Alice Chik · 2012 · Palgrave Macmillan UK eBooks
  23. The Impact of Video Game Play on Human (and Orc) Creativity
    Nicholas David Bowman, Rachel Kowert, Christopher John Ferguson · 2015 · Elsevier eBooks
  24. Effects of type of exploratory strategy and prior knowledge on middle school students’ learning of chemical formulas from a 3D role-playing game
    Ming‐Puu Chen, Yu-Ting Wong, Li‐Chun Wang · 2013 · Educational Technology Research and Development
  25. Simulated Sustainable Societies: Students’ Reflections on Creating Future Cities in Computer Games
    Elisabet M. Nilsson, Anders Jakobsson · 2010 · Journal of Science Education and Technology
  26. Your Best Friend or Your Worst Enemy: Youth Popular Culture, Pedagogy, and Curriculum in Urban Classrooms
    Jeffrey M. R. Duncan‐Andrade · 2004 · The Review of Education Pedagogy & Cultural Studies
  27. Deploying learning materials to game content for serious education game development: A case study
    Harits Ar Rosyid, Matt Palmerlee, Ke Chen · 2018 · Entertainment Computing
  28. 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
  29. 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
  30. The Impact of Gamification on Student Motivation and Engagement: An Empirical Study
    Hamadah Alsadoon · 2023 · Dirasat: Educational Sciences
  31. Beyond myopic visions of education: revisiting movement literacy
    Jeanne Adèle Kentel, Teresa M. Dobson · 2007 · Physical Education and Sport Pedagogy
  32. Rethinking the Articulation Between Business and Technical Communication and Writing in the Disciplines
    David R. Russell · 2007 · Journal of Business and Technical Communication
  33. Factors at Play in Tertiary Curriculum Gamification
    Penny de Byl · 2013 · International Journal of Game-Based Learning
  34. Meaning and Learning in a World of Instability and Multiplicity
    Günther Kress · 2007 · Studies in Philosophy and Education
  35. Gamification in intelligent tutoring systems
    Carina Soledad González González, Alberto Mora, Pedro Toledo · 2014 · Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM'21)
  36. Computer games to teach hygiene: an evaluation of the e-Bug junior game
    D. Farrell, Patty Kostkova, Julius Rudolph Weinberg, Lisa J. Lazareck, Dasun Weerasinghe, Donna Marie Lecky, Cliodna A. M. McNulty · 2011 · Journal of Antimicrobial Chemotherapy
  37. Navigating Massively Multiplayer Online Games: Evaluating 21st Century Skills for Learning within Virtual Environments
    Michael P. McCreery, Peter G. Schrader, Shelley Kathleen Krach · 2011 · Journal of Educational Computing Research
  38. Let’s Play: Exploring literacy practices in an emerging videogame paratext
    Catherine Burwell, Thomas Miller · 2016 · E-Learning and Digital Media
  39. A Proposed Framework to Understand the Intrinsic Motivation Factors on University Students’ Behavioral Intention to Use a Mobile Application for Learning
    Ronnie Homi Shroff, Christopher J. Keyes · 2017 · Journal of Information Technology Education Research
  40. Toward a typology of young produsers: Teenagers’ transmedia skills, media production, and narrative and aesthetic appreciation
    Mar Guerrero-Pico, María-José Masanet, Carlos Alberto Scolari · 2018 · New Media & Society
  41. Assessing consumer literacy on financial complex products
    Luís Filipe Rodrigues, Abílio Oliveira, Helena Rodrigues, Carlos José de Castro Costa · 2019 · Journal of Behavioral and Experimental Finance
  42. News Literacy Education in a Polarized Political Climate: How Games Can Teach Youth to Spot Misinformation
    Yoo Kyung Chang, Ioana Literat, Charlotte Price, Joseph I. Eisman, Amy L. Chapman, Jonathan Gardner, Azsaneé Truss · 2020 · Harvard Kennedy School Misinformation Review
  43. Inspired by Technology, Driven by Pedagogy
    OECD · 2010 · Educational research and innovation
  44. Educating the fighter: buttonmashing, seeing, being
    Kurt D. Squire · 2005 · On the Horizon The International Journal of Learning Futures
  45. Epistemic trajectories: mentoring in a game design practicum
    Padraig Nash, David Williamson Shaffer · 2012 · Instructional Science
  46. Strategies for Effective Digital Games Development and Implementation
    Theodore 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
  47. Media and Cognitive Development
    Daniel R. Anderson, Heather L. Kirkorian · 2015 · Wiley eBooks
  48. Principles for the design of a history and heritage game based on the evaluation of immersive virtual reality video games
    Alejandro Egea Vivancos, Laura Arias Ferrer · 2020 · E-Learning and Digital Media
  49. Gamification for Learning
    Chih‐Hsiung Tu, Laura E Sujo-Montes, Cherng‐Jyh Yen · 2014 · Springer eBooks
  50. 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
  51. Hybrid discourse practice and science learning
    George Kamberelis, Mary D. Wehunt · 2012 · Cultural Studies of Science Education
  52. Classroom pedagogies, digital literacies and the home-school digital divide
    Robyn Henderson · 2011 · International Journal of Pedagogies and Learning
  53. Video game play and lucid dreams: Implications for the development of consciousness.
    Jayne Gackenbach · 2006 · Dreaming
  54. Science games and the development of scientific possible selves
    Margaret E. Beier, Leslie Miller, Shu Wang · 2012 · Cultural Studies of Science Education
  55. Mitigation and adaptation: Critical perspectives toward digital technologies in place-conscious environmental education
    David A. Greenwood, Robert Justin Hougham · 2015 · Policy Futures in Education
  56. Considering the history of digital technologies in education
    Sarah Katherine Howard, Adrian Mozejko · 2015 · Cambridge University Press eBooks
  57. Teaching language and literacy with games: What? How? Why?
    Jonathan William deHaan · 2019 · Ludic Language Pedagogy
  58. 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
  59. The Uncanny, Digital Texts and Literacy
    Victoria Carrington · 2005 · Language and Education
  60. Listening to learning outside the classroom: student teachers study playground literacies
    Elizabeth Grugeon · 2005 · Literacy
  61. Coding with Minecraft: The Development of Middle School Students’ Computational Thinking
    Emine Kutay, Diler Öner · 2022 · ACM Transactions on Computing Education
  62. Digital games in academic libraries: a review of games and suggested best practices
    Mary J. Snyder Broussard · 2012 · Reference Services Review
  63. Playful User Interfaces
    Anton Nijholt · 2014 · Gaming media and social effects
  64. Gamified Modules for an Introductory Statistics Course and Their Impact on Attitudes and Learning
    Tamarah Smith · 2017 · Simulation & Gaming
  65. From digital native to digital apprentice. A case study of the transmedia skills and informal learning strategies of adolescents in Spain
    María-José Masanet, Mar Guerrero-Pico, María-José Establés · 2019 · Learning Media and Technology
  66. Generating Educational Game Levels with Multistep Deep Convolutional Generative Adversarial Networks
    Kyungjin Park, Bradford Mott, Wookhee Min, Kristy Elizabeth Boyer, Eric Wiebe, James C. Lester · 2019 · IEEE Conference on Games (CoG)
  67. Analysis of the applicability and utility of a gamified didactics with exergames at primary schools: Qualitative findings from a natural experiment
    Alejandro Quintas‐Hijós, Carlos Peñarrubia Lozano, Juan Carlos Bustamante · 2020 · PLoS ONE
  68. Empirical Taxonomies of Gameplay Enjoyment
    John M. Quick, Robert K. Atkinson, Lijia Lin · 2012 · International Journal of Game-Based Learning
  69. Computer Games and Sociocultural Play: An Activity Theoretical Perspective
    Chee Siang Ang, Panayiotis Zaphiris, Stephanie Wilson · 2010 · Games and Culture
  70. Annie: Automated Generation of Adaptive Learner Guidance for Fun Serious Games
    Thomas, J M, Young, R M · 2010 · IEEE Transactions on Learning Technologies
  71. Rethinking Game Studies: A case study approach to video game play and identification
    Adrienne Shaw · 2012 · Critical Studies in Media Communication
  72. Reconfiguring Interactivity, Agency and Pleasure in the Education and Computer Games Debate — Using Žižek's Concept of Interpassivity to Analyse Educational Play
    Caroline Pelletier · 2005 · E-Learning and Digital Media
  73. A Serious Game for Learning C Programming Language Concepts Using Solo Taxonomy
    Alaeeddine Yassine, Driss Chenouni, Mohammed Berrada, Ahmed Tahiri · 2017 · International Journal of Emerging Technologies in Learning (iJET)
  74. Termbot: A Chatbot-Based Crossword Game for Gamified Medical Terminology Learning
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  75. The Impact of In-Classroom Non-Digital Game-Based Learning Activities on Students Transitioning to Higher Education
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  76. Effectiveness of Virtual Reality on Chinese as a second language vocabulary learning: perceptions from international students
    Chen Chen, Yifeng Yuan · 2023 · Computer Assisted Language Learning
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  78. How to improve reading and writing skills in primary schools: A comparison between gamification and pen-and-paper training
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  79. Collaborative Problem Solving and Literacy Practices
    Sabria Salama Jawhar, Alia Amir, Rizwan-ul Huq, Simon John Stewart · 2024 · Social Interaction Video-Based Studies of Human Sociality
  80. Faith in Frames: Constructing a Digital Game‐Based Learning Framework for Religious Education
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  81. Animal companions: Fostering children's effort‐making by nurturing virtual pets
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  82. Chronotopes in education: Conventional and dialogic
    Eugene Matusov · 2015 · Dialogic Pedagogy A Journal for Studies of Dialogic Education
  83. A Study on the Relationship between Educational Achievement and Emotional Engagement in a Gameful Interface for Video Lecture Systems
    Haksu Lee, Young Yim Doh · 2012 · International Symposium on Ubiquitous Virtual Reality
  84. The Impact of Recreational Video Game Play on Children's and Adolescents' Cognition
    Fran C. Blumberg, Elizabeth Altschuler, Debby E. Almonte, Maxwell I. Mileaf · 2013 · New Directions for Child and Adolescent Development
  85. Examining the Effects of a School-wide Reading Culture on the Engagement of Middle School Students
    Erika Daniels, Michael Steres · 2011 · RMLE Online
  86. Potential of Gamification as Assessment Tool
    Cláudia Cardinale Nunes Menezes, Robélius De-Bortoli · 2016 · Creative Education
  87. Video Game Visions of Climate Futures
    Benjamin J. Abraham · 2015 · Games and Culture
  88. Second screen effects
    Rebecca Coates Nee, David M. Dozier · 2015 · Convergence The International Journal of Research into New Media Technologies
  89. P-III: A Player-Centered, Iterative, Interdisciplinary and Integrated Framework for Serious Game Design and Development
    Vero 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
  90. STUDENT INTEREST IN TECHNOLOGY AND SCIENCE (SITS) SURVEY: DEVELOPMENT, VALIDATION, AND USE OF A NEW INSTRUMENT
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  91. Civilization III and Whole-Class Play in High School Social Studies
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  92. Wu's castle
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  93. Short Cuts and Extended Techniques: Rethinking relations between technology and educational theory
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  96. Designing role-playing video games for ethical thinking
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  97. MOTIVATION AND LEARNING ENGAGEMENT THROUGH PLAYING MATH VIDEO GAMES
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  98. Interaction in a discussion list: An exploration of cognitive, social, and teaching presence in teachers’ online collaborations
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  99. Evolution in the Classroom: What teachers need to know about the video game generation
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  100. Project-, problem-, and inquiry-based learning
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