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Ausburn, Lynna J.; Ausburn, Floyd B.; Kroutter, Paul J. – International Journal of Adult Vocational Education and Technology, 2013
This study used a cross-case analysis methodology to compare four line-of-inquiry studies of desktop virtual environments (DVEs) to examine the relationships of gender and computer gaming experience to learning performance and perceptions. Comparison was made of learning patterns in a general non-technical DVE with patterns in technically complex,…
Descriptors: Computer Games, Gender Differences, Case Studies, Virtual Classrooms
Hannig, Andreas; Lemos, Martin; Spreckelsen, Cord; Ohnesorge-Radtke, Ulla; Rafai, Nicole – Journal of Educational Computing Research, 2013
The training of motor skills is a crucial aspect of medical education today. Serious games and haptic virtual simulations have been used in the training of surgical procedures. Otherwise, however, a combination of serious games and motor skills training is rarely used in medical education. This article presents Skills-O-Mat, an interactive serious…
Descriptors: Foreign Countries, Dentistry, Medical Education, Computer Games
Leung, Steve; Virwaney, Sandeep; Lin, Fuhua; Armstrong, AJ; Dubbelboer, Adien – International Journal of Distance Education Technologies, 2013
Building pedagogical applications in virtual worlds is a multi-disciplinary endeavor that involves learning theories, application development framework, and mediated communication theories. This paper presents a project that integrates game-based learning, multi-agent system architecture (MAS), and the theory of Transformed Social Interaction…
Descriptors: Educational Games, Interaction, Computer Simulation, Teaching Methods
Winters, Kari-Lynn; Vratulis, Vetta – Journal of Early Childhood Literacy, 2013
Drawing on case illustrations of a six-year-old child as he "assembles" a digital world using Webkinz[TM], this paper proposes an approach that researchers and educators might use to understand, analyse and critique multimodality. This multidisciplinary theoretical framework integrates new literacies, social semiotics and critical…
Descriptors: Young Children, Critical Literacy, Concept Formation, Semiotics
Meyer, Bente – Electronic Journal of e-Learning, 2013
During the last decade there has been a growing focus on preschool learning within education, especially with regard to the learning of basic literacies such as reading and writing. In addition to this many nation states increasingly focus on the basic literacy competences of the information society, ICT and English. This has, as suggested by for…
Descriptors: Second Language Instruction, Second Language Learning, Preschool Education, Educational Games
Apperley, Tom; Beavis, Catherine – E-Learning and Digital Media, 2013
This article outlines a model for teaching both computer games and videogames in the classroom for teachers. The model illustrates the connections between in-game actions and youth gaming culture. The article explains how the out-of-school knowledge building, creation and
collaboration that occurs in gaming and gaming culture has an impact on…
Descriptors: Critical Literacy, Computer Games, Video Games, Teaching Methods
Siko, Jason Paul – Canadian Journal of Learning and Technology, 2013
Researchers have examined the use of homemade PowerPoint games as an instructional technique to improve learning outcomes. However, test data have shown no significant difference in performance between high school chemistry students who created games and students who did not (Siko, Barbour, & Toker, 2011). One of the justifications for the use…
Descriptors: Chemistry, Control Groups, Taxonomy, Expertise
Cheung, Gifford – ProQuest LLC, 2013
In this dissertation, I explore the idea of designing "flexible game systems". A flexible game system allows players (not software designers) to decide on what rules to enforce, who enforces them, and when. I explore this in the context of digital card games and introduce two design strategies for promoting flexibility. The first…
Descriptors: Computer Games, Instructional Design, Robustness (Statistics), Play
Adamo-Villani, Nicoletta; Oania, Marcus; Cooper, Stephen – Journal of Educational Technology Systems, 2013
We report the development and initial evaluation of a serious game that, in conjunction with appropriately designed matching laboratory exercises, can be used to teach secure coding and Information Assurance (IA) concepts across a range of introductory computing courses. The IA Game is a role-playing serious game (RPG) in which the student travels…
Descriptors: Educational Games, Computer Games, Role Playing, Computer Security
Sherry, John L. – New Directions for Child and Adolescent Development, 2013
According to educational gaming advocates, the engaging nature of games encourages sustained game play and enhanced attention to learning outcomes among players. Because children's and adolescents' play time varies by game genre, engagement with a game likely reflects the match between the genre and the player's preferences and needs. Youth learn…
Descriptors: Educational Games, Psychological Needs, Cognitive Psychology, Mass Media Use
Rademacher Mena, Ricardo Javier – International Journal of Game-Based Learning, 2012
In a previous work the author created the Education and Entertainment Grid by combining various taxonomies from the fields of play and learning. In this paper, a section of this grid known as the Entertainment Grid will be extended by including previously unused elements of Richard Bartle's online player types and Robert Caillois' play complexity.…
Descriptors: Educational Games, Video Games, Computer Games, Design
Byun, JaeHwan – ProQuest LLC, 2012
Learner engagement has been considered one of the keys that can lead learners to successful learning in a multimedia learning environment such as digital game-based learning. Regarding this point, game-based learning advocates (e.g., Gee, 2003; Prensky, 2001) have asserted that digital games have great potential to engage learners. Nonetheless,…
Descriptors: Computer Games, Learner Engagement, Role Playing, Control Groups
Fogarty, L.; Rendell, L.; Laland, K. N. – Learning and Motivation, 2012
The social learning strategies tournament was an open computer-based tournament investigating the best way to learn in a changing environment. Here we present an analysis of the impact of memory on the ability of strategies entered into the social learning strategies tournament (Rendell, Boyd, et al., 2010) to modify their own behavior to suit a…
Descriptors: Memory, Time Perspective, Futures (of Society), Socialization
O'Mara, Joanne – Research in Drama Education, 2012
This article explores the intersections between drama and digital gaming and the educational possibilities for literacy of both. The article draws on a model for the educational uses of digital gaming and three case studies from the Australian Research Council funded three and a half year project, "Literacy in the digital world of the twenty…
Descriptors: Drama, Foreign Countries, Computer Games, Literacy
Iacovides, Ioanna; Aczel, James; Scanlon, Eileen; Woods, Will – Learning, Media and Technology, 2012
In the last few years, digital games have become increasingly popular with both "hardcore" and "casual" audiences. At the same time, it has been argued that games can be powerful learning environments, since they are seen to encourage active and critical learning through participation in affinity groups and semiotic domains but…
Descriptors: Foreign Countries, Computer Games, Questionnaires, Informal Education

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