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Browsing by Subject: Games

  1. Using Games in Online Education: Is It a Winning Strategy?

    Phu Vu, Sherry R. Crow & Scott Fredrickson

    Online Journal of Distance Learning Administration Vol. 17, No. 4 (2014)

    This study examined the impact of adding game elements on students' performances in an online learning setting. Two intact online graduate level course sections were chosen for this study.... More

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  2. Introducing Serious Games with Wikis: Empowering the Teacher with Simple Technologies

    Peter van Rosmalen & Wim Westera

    Interactive Learning Environments Vol. 22, No. 5 (2014) pp. 564–577

    Despite the continuous and abundant growth of the game market the uptake of games in education has been hampered by the general impression that games require complex technologies and that games are... More

    pp. 564-577

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  3. Alternate Reality Games as Learning Environments for Student Induction

    Nicola Whitton, Rosie Jones, Scott Wilson & Peter Whitton

    Interactive Learning Environments Vol. 22, No. 3 (2014) pp. 243–252

    Alternate reality games (ARGs) are a relatively new form of collaborative game that make use of both the virtual and real worlds to engage players in a series of challenges within a compelling... More

    pp. 243-252

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  4. Revitalizing Traditional Information Literacy Instruction: Exploring Games in Academic Libraries

    Megan Margino

    Public Services Quarterly Vol. 9, No. 4 (2013) pp. 333–341

    The Future Voices in Public Services column is a forum for students in graduate library and information science programs to discuss key issues they see in academic library public services, to... More

    pp. 333-341

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  5. The Association between Internet Parenting Styles and Children's Use of the Internet at Home

    Fathi Mahmoud Ihmeideh & Aseel Akram Shawareb

    Journal of Research in Childhood Education Vol. 28, No. 4 (2014) pp. 411–425

    Parenting styles are known to have a powerful influence on child development, and as such they can significantly influence children's Internet use. The purpose of this study is to examine the ... More

    pp. 411-425

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  6. Relationships among Play Behaviors Reported by College Students and Their Responses to Moral Issues: A Pilot Study

    Darrel R. Davis & Doris Bergen

    Journal of Research in Childhood Education Vol. 28, No. 4 (2014) pp. 484–498

    This study investigated whether the types and amount of playful activity and thought exhibited from early childhood to adulthood are related to aspects of moral development, such as empathy,... More

    pp. 484-498

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  7. UDL in the Middle School Science Classroom: Can Video Games and Alternative Text Heighten Engagement and Learning for Students With Learning Disabilities?

    Matthew T. Marino, Chad M. Gotch, Maya Israel, Eleazar Vasquez, James D. Basham & Kathleen Becht

    Learning Disability Quarterly Vol. 37, No. 2 (May 2014) pp. 87–99

    This article examined the performance of 57 students with learning disabilities (LD) from four middle schools. Students were followed over the course of a school year in their inclusive science... More

    pp. 87-99

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  8. The Use of Video-Gaming Devices as a Motivation for Learning Embedded Systems Programming

    J Gonzalez, H Pomares, M Damas, P Garcia-Sanchez, M Rodriguez-Alvarez & J M. Palomares

    IEEE Transactions on Education Vol. 56, No. 2 (May 2013) pp. 199–207

    As embedded systems are becoming prevalent in everyday life, many universities are incorporating embedded systems-related courses in their undergraduate curricula. However, it is not easy to... More

    pp. 199-207

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  9. The Flipped Classroom of Operations Management: A Not-for-Cost-Reduction Platform

    A Asef-Vaziri

    Decision Sciences Journal of Innovative Education Vol. 13, No. 1 (January 2015) pp. 71–89

    By delivering lectures online using screen capture technology, students can learn course material at the time and location of their choice, when they are in control to pause, rewind, and fast... More

    pp. 71-89

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  10. Serious games design: A mapping of the problems novice game designers experience in designing games

    Sevasti Theodosiou & Ilias Karasavvidis, University of Thessaly

    Journal of e-Learning and Knowledge Society Vol. 11, No. 3 (Sep 30, 2015)

    One of the main problems the field of Serious Game Design is facing concerns the gap between game design and educational design. It has become evident that to optimize the learning from serious... More

  11. Knowledge-based assessment in serious games: an experience on emergency training

    Nicola Capuano, University of Salerno, Dep. of Information Engineering, Electric Engineering and Applied Mathematics; Richard King, Serious Games Institute, Coventry University Enterprises Ltd., UK, United Kingdom

    Journal of e-Learning and Knowledge Society Vol. 11, No. 3 (Sep 30, 2015)

    Emergency preparedness is a promising application field for digital serious games enabling the simulation of real emergency scenarios and allowing a high learning transfer thanks to engagement and ... More

  12. Evaluations to the gamification effectiveness of digital game-based adventure education course -- GILT

    Chang-Hsin Lin & Ju-Ling Shih, National University of Tainan

    Journal of e-Learning and Knowledge Society Vol. 11, No. 3 (Sep 30, 2015)

    This study aimed to design a digital game-based adventure education (GILT) course for team-building purposes. The six traditional activities chose from adventure education were developed into six... More

  13. Longitudinal data on the effectiveness of mathematics mini-games in primary education

    Marjoke Bakker, Marja Heuvel‐Panhuizen Van den & Alexander Robitzsch

    British Journal of Educational Technology Vol. 46, No. 5 (Sep 01, 2015) pp. 999–1004

    This paper describes a dataset consisting of longitudinal data gathered in the BRXXX project. The aim of the project was to investigate the effectiveness of online mathematics mini-games in... More

    pp. 999-1004

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  14. Understanding the relationships between interest in online math games and academic performance

    M. Zhang

    Journal of Computer Assisted Learning Vol. 31, No. 3 (Jun 01, 2015) pp. 254–267

    Although the Internet is widely used by students in both formal and informal environments, little is known about how and where youth spend their time online. Using Internet search and Web analytics... More

    pp. 254-267

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  15. Mobile learning vs. traditional classroom lessons: a comparative study

    D. Furió, M.‐C. Juan, I. Seguí & R. Vivó

    Journal of Computer Assisted Learning Vol. 31, No. 3 (Jun 01, 2015) pp. 189–201

    Different methods can be used for learning, and they can be compared in several aspects, especially those related to learning outcomes. In this paper, we present a study in order to compare the... More

    pp. 189-201

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  16. Educational games based on distributed and tangible user interfaces to stimulate cognitive abilities in children with ADHD

    Elena Guía de la, María D. Lozano & Víctor M. R. Penichet

    British Journal of Educational Technology Vol. 46, No. 3 (May 01, 2015) pp. 664–678

    Children with attention deficit hyperactivity disorder (ADHD) experience behavioural and learning problems at home and at school, as well as a lack of self-control in their lives. We can take... More

    pp. 664-678

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  17. Implementation of a Modified Multi Objective Optimization GA Algorithm in A Stealth Assessment for School Readiness

    Iyad Suleiman, Bradford University, United Kingdom; Maha Arslan, Sakhnin College, Israel; Reda Alhajj, University of Calgary, Canada; Mick Ridley, University of Bradford, United Kingdom

    Global Learn 2015 (April 2015) pp. 433–442

    Assessment of children for school readiness is a crucial process that requires extensive effort to select the sequence of tests most appropriate for the particular case to be investigated. It is... More

    pp. 433-442

  18. Mining Knowledge with Game Based Learning: Building Knowledge Through Connected Learning with the use of Minecraft in the Classroom

    Jami Roberts-Woychesin, Arts & Technology Institute, United States; Yulia Piller, Arts & Technology Institue, United States

    Global Learn 2015 (April 2015) pp. 418–425

    Gaming has occupied an integral position in educational systems since time immemorial. With past and current technological advancements, sophisticated games have been introduced into the classroom.... More

    pp. 418-425

  19. Role-Play Games as a Tool for STEM Career Inspiration and the Development of Scientific Possible Selves

    Leslie Miller, RIce University, United States

    Global Learn 2015 (April 2015) pp. 385–389

    This paper describes ways that online simulations and serious games may impact the knowledge and motivation of middle and high school students with the ultimate goal of inspiring science,... More

    pp. 385-389

  20. Insights from EducaMovil: Involving Teachers in Creating Educational Content for Mobile Learning Games

    Andreea Molnar, University of Portsmouth, United Kingdom; Jesus Virseda, Universidad Carlos III de Madrid, Spain; Vanessa Frias-Martinez, University of Maryland, United States

    Journal of Interactive Learning Research Vol. 26, No. 2 (April 2015) pp. 209–221

    The advent of feature phones in emerging economies makes them an ideal tool to be used for facilitating and complementing education performed in a formal environment (i.e. schools). However most of... More

    pp. 209-221