Browsing by Subject: Games
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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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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
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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
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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
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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
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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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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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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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