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Browsing by Subject: Games

  1. Mapping learning and game mechanics for serious games analysis

    Sylvester Arnab, Theodore Lim, Maira B. Carvalho, Francesco Bellotti, Sara Freitas de, Sandy Louchart, Neil Suttie, Riccardo Berta & Alessandro De Gloria

    British Journal of Educational Technology Vol. 46, No. 2 (Mar 30, 2015) pp. 391–411

    Although there is a consensus on the instructional potential of Serious Games (SGs), there is still a lack of methodologies and tools not only for design but also to support analysis and assessment... More

    pp. 391-411

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  2. Motivational Factors of Game-based Learning for Urban Students: A Relational Approach in Game Design

    Yu Liu, FCBOE, United States

    Society for Information Technology & Teacher Education International Conference 2015 (Mar 02, 2015) pp. 2710–2716

    Researchers have revealed that educational games did not always provide positive results in mathematics (Panoutsopoulos & Sampson, 2012). While many educational games apply flow theory ... More

    pp. 2710-2716

  3. Examining the Literature on Risks Associated with Video Games

    Karla Kingsley, University of New Mexico, United States

    Society for Information Technology & Teacher Education International Conference 2015 (Mar 02, 2015) pp. 2177–2183

    Studies examining whether or not videogames lead to aggression and violence in the real world are often rooted in the assumption that an inherent, causal relationship exits between violent video... More

    pp. 2177-2183

  4. Comparing Learning Motivations in Video Games and College Courses

    Karla Hamlen, Cleveland State University, United States

    Society for Information Technology & Teacher Education International Conference 2015 (Mar 02, 2015) pp. 1161–1165

    This study is an initial comparison of learning motivations in video games and academics among undergraduate students. It includes a comparison of questions from the Motivated Strategies for... More

    pp. 1161-1165

  5. Serious Games in the Classroom: Early Insights during Pilot Implementation

    Jana Willis, University of Houston-Clear Lake, United States; Monica Trevathan, Tietronix Software, Inc., United States

    Society for Information Technology & Teacher Education International Conference 2015 (Mar 02, 2015) pp. 853–856

    The purpose of this study was to explore the outcomes of the implementation of a serious game (SG) prototype focused on the field of energy education/concepts taught in grades 5-9 that includes... More

    pp. 853-856

  6. Number Line Mastery Through Game Apps

    Timothy Smith, California State University, Sacramento, United States

    Society for Information Technology & Teacher Education International Conference 2015 (Mar 02, 2015) pp. 841–846

    Utilizing digital technology properly in the classroom can help students make the leap from procedural to conceptual and from concrete to abstract. This paper discusses the migration of digital... More

    pp. 841-846

  7. Players, features, and enjoyment: Entertainment games as models for educational games

    Liz Owens Boltz, Brian Arnold & Spencer Greenhalgh, Michigan State University, United States

    Society for Information Technology & Teacher Education International Conference 2015 (Mar 02, 2015) pp. 822–829

    This study examines reviews of some of the highest and lowest ranked video games on VideoGameGeek.com in order to determine what features video game players see as contributing to or detracting... More

    pp. 822-829

  8. Gamification: Game –Based Methods and Strategies to Increase Engagement and Motivation within an eLearning Environment

    Sylena Measles & Sumayah Abu-Dawood, University of North Texas, United States

    Society for Information Technology & Teacher Education International Conference 2015 (Mar 02, 2015) pp. 809–814

    Abstract: Gamification integrates game elements into educational content in order to promote motivation and engagement. Before exploring gamification, games need to be dissected in order to better ... More

    pp. 809-814

  9. Video Games for Engaged Learning and Prosocial Behavior

    Karla Kingsley & Daniel Olufemi, University of New Mexico, United States

    Society for Information Technology & Teacher Education International Conference 2015 (Mar 02, 2015) pp. 784–789

    Researchers studying the effects of video game play are generally of two minds: critics of video games and their influence on players, and proponents who contend that video games can have... More

    pp. 784-789

  10. Perception, Equity and Accessibility: Comparing Student and Professional Perspectives on Game Development Courses

    Lisa Castaneda & Thomas Swanson, foundry10, United States

    Society for Information Technology & Teacher Education International Conference 2015 (Mar 02, 2015) pp. 745–750

    With the games industry now rivaling the size of Hollywood, students are increasingly setting their career-sights on jobs making games. The professional and cultural relevance of video games are... More

    pp. 745-750

  11. From Games Played by Secondary Students to a Gamification Framework

    Ana A. Carvalho, University of Coimbra, Portugal; Nelson Zagalo, University of Minho, Portugal; Ines Araujo, University of Coimbra, Portugal

    Society for Information Technology & Teacher Education International Conference 2015 (Mar 02, 2015) pp. 737–744

    Playing video games is attractive for most students. Most of them have mobile devices and play mobile games anywhere and anytime. In this paper we report the most played digital games by Portuguese... More

    pp. 737-744

  12. Utilizing the Retain Model to Evaluate Mobile Learning Applications

    Laurie O. Campbell & Glenda Gunter, University of Central Florida, United States; Junia Braga, Universidade Federal de Minas Gerais, Brazil, Brazil

    Society for Information Technology & Teacher Education International Conference 2015 (Mar 02, 2015) pp. 732–736

    The RETAIN model is a game design and evaluation model for serious games. With the increasing use of tablets and smartphones there has been growth in serious games for mobile devices. Using the... More

    pp. 732-736

  13. A Study of Motivation in a Quest-Based Learning Environment

    Judy Lambert, University of Toledo, United States; Yi Gong, Keene State College, United States; Reatha Harrison, University of Toledo, United States

    Society for Information Technology & Teacher Education International Conference 2015 (Mar 02, 2015) pp. 127–132

    Game-based learning in the classroom is gaining more traction in recent years as a strategy to motivate learners. While this kind of learning seems to be supported by learning theory, research... More

    pp. 127-132

  14. Language, the World, and Video Games: Teaching & Learning in an Imperiled World

    James Gee, Arizona State University, United States

    SITE: Society for Information Technology & Teacher Education International Conference Vol. 2015, No. 1 (Mar 05, 2015)

    This talk starts from the premise that we are living at a time when human stupidity has brought us to the verge of disaster. At the same time, while schools and colleges are largely stuck in the... More

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  15. Game-Based Learning: Trends, Research, and Sheer Ridiculousness

    Barbara Chamberlin, New Mexico State University, United States

    SITE: Society for Information Technology & Teacher Education International Conference Vol. 2015, No. 1 (Mar 03, 2015)

    Though transformational, serious and educational games have been used for some time, research and wide-spread school-based integration on games are being met with increased enthusiasm. Dr.... More

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  16. Teacher Designed Games: Leading Innovation in Classrooms

    Yang Liu, University of Calgary, Canada

    Society for Information Technology & Teacher Education International Conference 2014 (Mar 17, 2014) pp. 665–669

    The notion of teachers as designers of classroom digital games to support student learning is original and has not been widely introduced. Introducing digital games in class not only helps to... More

    pp. 665-669

  17. Examining the Attitudes, Perceptions, and Concerns of Science Teachers towards Educational Computer Games

    Yun-Jo An & Linda Haynes, University of West Georgia, United States; Adriana D'Alba, UWG, United States

    Society for Information Technology & Teacher Education International Conference 2014 (Mar 17, 2014) pp. 605–607

    There is a lack of research on K-12 teachers’ perceptions and adoption of educational computer games. By examining science teachers' perceptions, attitudes, and concerns about educational computer ... More

    pp. 605-607

  18. Games in the Learning of Mathematics

    Bernard J. Oldfield

    Mathematics in School Vol. 20, No. 1 (1991) pp. 41–43

    Discussed are reasons why games should be included in the mathematics curriculum at all levels. Presented are arguments for this position and ways of enhancing the use of games in the learning of... More

    pp. 41-43

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  19. The Effect of Computer Games Practice on the Development of Visual Perception Skills in Kindergarten Children

    Aviva Perzov & Ely Kozminsky

    Computers in the Schools Vol. 6, No. 3 (1989) pp. 113–22

    Describes an empirical study of the effect of computer game practice on the improvement of skills that are related to visual perception in young children. Treatment of experimental and control... More

    pp. 113-22

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  20. The Use of Computerized Games in Business Studies

    T F. Burgess

    Educational and Training Technology International Vol. 26, No. 3 (1989) pp. 226–38

    Illustrates some of the practical issues and problems connected with the design and use of computerized business games by describing three games which have been developed and operated by staff at... More

    pp. 226-38

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