-
1
-
-
46349101173
-
Serious games: Incorporating video games in the classroom
-
Retrieved October 2, 2006, from
-
Annetta, L. A., Murray, M., Gull-Laird, S., Bohr, S., & Park, J. C. (2006). Serious games: Incorporating video games in the classroom. Educause Quarterly, 29(3), 16-22. Retrieved October 2, 2006, from http://www.educause.edu/apps/eq/eqm06/eqm0633.asp
-
(2006)
Educause Quarterly
, vol.29
, Issue.3
, pp. 16-22
-
-
Annetta, L.A.1
Murray, M.2
Gull-Laird, S.3
Bohr, S.4
Park, J.C.5
-
2
-
-
46349099400
-
Creating presence and community in a synchronous virtual learning environment using avatars
-
Retrieved December 5, 2006, from
-
Annetta, L.A., & Holmes, S. (2006). Creating presence and community in a synchronous virtual learning environment using avatars. International Journal of Instructional Technology and Distance Learning, 3(8), 27-43. Retrieved December 5, 2006, from http://www.itdl.org/Journal/Aug_06/article03. htm
-
(2006)
International Journal of Instructional Technology and Distance Learning
, vol.3
, Issue.8
, pp. 27-43
-
-
Annetta, L.A.1
Holmes, S.2
-
4
-
-
0038434182
-
Building sustainable science curriculum: Acknowledging and accommodating local adaptation
-
Barab, S., & Luehmann, A. L. (2003). Building sustainable science curriculum: Acknowledging and accommodating local adaptation. Science Education, 87, 454-67.
-
(2003)
Science Education
, vol.87
, pp. 454-467
-
-
Barab, S.1
Luehmann, A.L.2
-
6
-
-
2942720611
-
Virtual behavior settings: An application of behavior setting theories to virtual communities
-
Retrieved March 3, 2005, from
-
Blanchard, A. (2004). Virtual behavior settings: An application of behavior setting theories to virtual communities. Journal of Computer Mediated Communication, 9(2). Retrieved March 3, 2005, from http://jcmc.indiana.edu/vol9/issue2/blanchard.html
-
(2004)
Journal of Computer Mediated Communication
, vol.9
, Issue.2
-
-
Blanchard, A.1
-
7
-
-
33749581555
-
Adapting an offline learning game for online play
-
Bos, N. D., & Shami, N. S. (2006). Adapting an offline learning game for online play. Educational Technology Research and Development, 54(5), 493-521.
-
(2006)
Educational Technology Research and Development
, vol.54
, Issue.5
, pp. 493-521
-
-
Bos, N.D.1
Shami, N.S.2
-
8
-
-
33144482925
-
A globalization simulation to teach corporate social responsibility: Design features and analysis of student reasoning
-
Bos, N. D., Shami, N. S., & Naab, S. (2006). A globalization simulation to teach corporate social responsibility: Design features and analysis of student reasoning. Simulation & Gaming, 37(1), 56-72.
-
(2006)
Simulation & Gaming
, vol.37
, Issue.1
, pp. 56-72
-
-
Bos, N.D.1
Shami, N.S.2
Naab, S.3
-
9
-
-
8744264683
-
Some elements relating to children's play and adult simulation/gaming
-
Brougere, G. (1999). Some elements relating to children's play and adult simulation/gaming. Simulation & Gaming, 30(2), 134-146.
-
(1999)
Simulation & Gaming
, vol.30
, Issue.2
, pp. 134-146
-
-
Brougere, G.1
-
11
-
-
46349104018
-
-
Business-Higher Education Forum. (2005). A commitment to America's future: Responding to the crisis in mathematics & science education. Retrieved July 19, 2006, from http://www.bhef.com/MathEduReport-press.pdf
-
Business-Higher Education Forum. (2005). A commitment to America's future: Responding to the crisis in mathematics & science education. Retrieved July 19, 2006, from http://www.bhef.com/MathEduReport-press.pdf
-
-
-
-
12
-
-
46349083626
-
-
Business Roundtable (2005). Tapping America's potential: The education for innovation initiative. Retrieved July 15, 2006, from http://www.itic.org/archives/TAP%20Statement.pdf
-
Business Roundtable (2005). Tapping America's potential: The education for innovation initiative. Retrieved July 15, 2006, from http://www.itic.org/archives/TAP%20Statement.pdf
-
-
-
-
14
-
-
3042795255
-
Games and simulations in social studies education
-
J. P. Shaver Ed, New York: Macmillan
-
Clegg, A. A. (1991). Games and simulations in social studies education. In J. P. Shaver (Ed.), Handbook of research on social studies teaching and learning (pp. 523-528). New York: Macmillan.
-
(1991)
Handbook of research on social studies teaching and learning
, pp. 523-528
-
-
Clegg, A.A.1
-
15
-
-
46349105763
-
-
Cognition and Technology Group at Vanderbilt. (1993). Designing learning environments that support thinking: The Jasper series as a case study. In T. M. Duffy, J. Lowyck, & D. H. Jonassen (Eds.), Design Environments for constructivist learning (pp. 77-89). New York: Springer-Verlag.
-
Cognition and Technology Group at Vanderbilt. (1993). Designing learning environments that support thinking: The Jasper series as a case study. In T. M. Duffy, J. Lowyck, & D. H. Jonassen (Eds.), Design Environments for constructivist learning (pp. 77-89). New York: Springer-Verlag.
-
-
-
-
16
-
-
2442602784
-
Learning from children: Practical and theoretical reflections on playing and learning
-
Corbeil, P. (1999). Learning from children: Practical and theoretical reflections on playing and learning. Simulation & Gaming, 30(2), 163-180.
-
(1999)
Simulation & Gaming
, vol.30
, Issue.2
, pp. 163-180
-
-
Corbeil, P.1
-
17
-
-
0036172449
-
Virtual reality simulators: Current status in acquisition and assessment of surgical skills
-
Cosman, P., Cregan, P., Martin, C., & Cartmill, J. (2002). Virtual reality simulators: Current status in acquisition and assessment of surgical skills. Anz Journal Of Surgery, 72(1), 30-34.
-
(2002)
Anz Journal Of Surgery
, vol.72
, Issue.1
, pp. 30-34
-
-
Cosman, P.1
Cregan, P.2
Martin, C.3
Cartmill, J.4
-
18
-
-
46349102904
-
A review of what video games have to teach us about learning and literacy
-
Retrieved March 3, 2005, from
-
Craft, J. (2004). A review of what video games have to teach us about learning and literacy. Currents in Electronic Literacy, 8. Retrieved March 3, 2005, from http://www.cwrl.utexas.edu/currents/fall04/craft.html
-
(2004)
Currents in Electronic Literacy
, vol.8
-
-
Craft, J.1
-
19
-
-
27944456409
-
Serious play
-
de Castell, S., & Jenson, J. (2003). Serious play. Journal of Curriculum Studies, 35(6), 649-665.
-
(2003)
Journal of Curriculum Studies
, vol.35
, Issue.6
, pp. 649-665
-
-
de Castell, S.1
Jenson, J.2
-
20
-
-
33749536976
-
-
March, Paper presented at the Society of Information Technology for Teacher Educators SITE, Atlanta, GA
-
Dede, C. (2004, March). Distributed-learning communities as a model for educating teachers. Paper presented at the Society of Information Technology for Teacher Educators (SITE), Atlanta, GA.
-
(2004)
Distributed-learning communities as a model for educating teachers
-
-
Dede, C.1
-
21
-
-
34548223758
-
-
Entertainment Software Association, Retrieved June 4, 2006, from
-
Entertainment Software Association. (2006). Essential facts about the computer and video game industry. Retrieved June 4, 2006, from http://www.theesa.com/facts/gamer_data.php
-
(2006)
Essential facts about the computer and video game industry
-
-
-
22
-
-
46349090440
-
-
Retrieved March 6, 2007, from
-
Falstein, N. (2005). Interactive stealth learning. Retrieved March 6, 2007, from http://ecolloq.gsfc.nasa.gov/archive/2002-Spring/announce. falstein. html
-
(2005)
Interactive stealth learning
-
-
Falstein, N.1
-
25
-
-
0000685304
-
Some consequences of deindividuation in a group
-
Festinger, L., Pepitone, A., & Newcomb, T. (1952). Some consequences of deindividuation in a group. Journal of Abnormal and Social Psychology, 47, 382-389.
-
(1952)
Journal of Abnormal and Social Psychology
, vol.47
, pp. 382-389
-
-
Festinger, L.1
Pepitone, A.2
Newcomb, T.3
-
26
-
-
67549103767
-
Games, motivation, and learning: A research and practice model
-
Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467.
-
(2002)
Simulation & Gaming
, vol.33
, Issue.4
, pp. 441-467
-
-
Garris, R.1
Ahlers, R.2
Driskell, J.E.3
-
28
-
-
0347028251
-
Critical inquiry in a text-based environment: Computer conferencing in higher education
-
Garrison, D. R., Anderson, T., & Archer, W. (2000). Critical inquiry in a text-based environment: Computer conferencing in higher education. The Internet and Higher Education, 2(2-3), 87-105.
-
(2000)
The Internet and Higher Education
, vol.2
, Issue.2-3
, pp. 87-105
-
-
Garrison, D.R.1
Anderson, T.2
Archer, W.3
-
29
-
-
46349106232
-
-
Retrieved February 10, 2004, from
-
Gee, J. P. (2003a). Video games in the classroom? Retrieved February 10, 2004, from http://chronicle.com/colloquylive/2003/08/video/.
-
(2003)
Video games in the classroom
-
-
Gee, J.P.1
-
31
-
-
0033247688
-
Learning how to learn using a virtual learning environment for philosophy
-
Gibbs, G. R. (1999). Learning how to learn using a virtual learning environment for philosophy. Journal of Computer Assisted Learning, 15, 221-231.
-
(1999)
Journal of Computer Assisted Learning
, vol.15
, pp. 221-231
-
-
Gibbs, G.R.1
-
33
-
-
0002945160
-
Social presence as a predictor of satisfaction within a computer-mediated conferencing environment
-
Gunawardena, C., & Zittle, F. (1997). Social presence as a predictor of satisfaction within a computer-mediated conferencing environment. The American Journal of Distance Education, 11(3), 8-26.
-
(1997)
The American Journal of Distance Education
, vol.11
, Issue.3
, pp. 8-26
-
-
Gunawardena, C.1
Zittle, F.2
-
34
-
-
34249111612
-
More than just a game, but how close to reality? As a war tests its value, video training draws praise and concern in the military
-
April 3, Retrieved April 3, 2003, from
-
Harmon, A. (2003, April 3). More than just a game, but how close to reality? As a war tests its value, video training draws praise and concern in the military. The New York Times. Retrieved April 3, 2003, from http://query.nytimes.com/gst/fullpage.html? res= 9B0CE3D81F39F930A35757C0A9659C8B63
-
(2003)
The New York Times
-
-
Harmon, A.1
-
35
-
-
0035380329
-
The oncology thinking cap: Scaffolded use of a simulation to learn about designing clinical trials
-
Hmelo, C. E., Ramakrishnan, S., Day, R. S., Shirey, W., Brufsky, A., Johnson, C., et al. (2001). The oncology thinking cap: Scaffolded use of a simulation to learn about designing clinical trials. Teaching and Learning in Medicine, 13, 183-191.
-
(2001)
Teaching and Learning in Medicine
, vol.13
, pp. 183-191
-
-
Hmelo, C.E.1
Ramakrishnan, S.2
Day, R.S.3
Shirey, W.4
Brufsky, A.5
Johnson, C.6
-
36
-
-
46349088511
-
-
December 6, online gamer. Retrieved from
-
Irvine, M. (2004, December 6). The life and times of an online gamer. Retrieved from www.msnbc.msn.com/id/6645959
-
(2004)
The life and times of an
-
-
Irvine, M.1
-
37
-
-
0036242527
-
Application of computer games in the field of education
-
Jayakanthan, R. (2002). Application of computer games in the field of education. The Electronic Library, 20(2), 98-102.
-
(2002)
The Electronic Library
, vol.20
, Issue.2
, pp. 98-102
-
-
Jayakanthan, R.1
-
39
-
-
43249120934
-
Local and national ICT policies
-
R. B. Kozma Ed, Eugene, OR: International Society for Technology in Education
-
Jones, R. M. (2003). Local and national ICT policies. In R. B. Kozma (Ed.), Technology, innovation, and educational change: A global perspective (pp. 163-194). Eugene, OR: International Society for Technology in Education.
-
(2003)
Technology, innovation, and educational change: A global perspective
, pp. 163-194
-
-
Jones, R.M.1
-
40
-
-
46349085959
-
The future of networking in higher education
-
Katz, R. N. (2005). The future of networking in higher education. Educause Review, 40(4), 62-75.
-
(2005)
Educause Review
, vol.40
, Issue.4
, pp. 62-75
-
-
Katz, R.N.1
-
41
-
-
46349111222
-
Video gaming, education, and digital learning
-
Retrieved July 7, 2003, from
-
Kirrirmuir, J. (2002). Video gaming, education, and digital learning. D-Libe Magazine, 8. Retrieved July 7, 2003, from http://www.dlib.org/ dlib/february02/kirriemuir/02kirriemuir.html
-
(2002)
D-Libe Magazine
, vol.8
-
-
Kirrirmuir, J.1
-
42
-
-
2542529603
-
-
Eugene, OR: International Society for Technology in Education
-
Kozma, R. B., & Voogt, J. (2003). Technology, innovation, and educational change: A global perspective (Report of the Second Information Technology in Education Study, Module 2). Eugene, OR: International Society for Technology in Education.
-
(2003)
Technology, innovation, and educational change: A global perspective (Report of the Second Information Technology in Education Study, Module 2)
-
-
Kozma, R.B.1
Voogt, J.2
-
45
-
-
0036524724
-
Games soldiers play
-
Macedonia, M. (2002). Games soldiers play. IEEE Spectrum, 39(3), 32-37.
-
(2002)
IEEE Spectrum
, vol.39
, Issue.3
, pp. 32-37
-
-
Macedonia, M.1
-
46
-
-
33947600081
-
Simulation as play: A semiotic analysis
-
Myers, D. (1999). Simulation as play: A semiotic analysis. Simulation & Gaming, 30(2), 147-162.
-
(1999)
Simulation & Gaming
, vol.30
, Issue.2
, pp. 147-162
-
-
Myers, D.1
-
47
-
-
0003415815
-
-
Retrieved July 28, 2006, from
-
Organization for Economic Cooperation and Development. (2001). The well being of nations: The role of human and social capita. Retrieved July 28, 2006, from http://www1.oecd.org/publications/e-book/9601011E.PDF
-
(2001)
The well being of nations: The role of human and social capita
-
-
-
50
-
-
0344908367
-
Examining social presence in online courses in relation to students' perceived learning and satisfaction
-
Richardson, J., & Swan, K. (2003). Examining social presence in online courses in relation to students' perceived learning and satisfaction. Journal of Asynchronous Learning, 6(1), 21-40.
-
(2003)
Journal of Asynchronous Learning
, vol.6
, Issue.1
, pp. 21-40
-
-
Richardson, J.1
Swan, K.2
-
51
-
-
46349110914
-
-
September, Paper presented at the Higher Education Leaders Symposium, Redmond, WA
-
Rickard, W., & Oblinger, D. (2003, September). Higher education leaders symposium: Unlocking the potential of gaming technology. Paper presented at the Higher Education Leaders Symposium, Redmond, WA.
-
(2003)
Higher education leaders symposium: Unlocking the potential of gaming technology
-
-
Rickard, W.1
Oblinger, D.2
-
52
-
-
0013497763
-
The value of serious play
-
Rieber, L. P., Smith, L., & Noah, D. (1998). The value of serious play. Educational Technology, 38(6), 29-37.
-
(1998)
Educational Technology
, vol.38
, Issue.6
, pp. 29-37
-
-
Rieber, L.P.1
Smith, L.2
Noah, D.3
-
53
-
-
20344401628
-
-
Menlo Park, CA: Kaiser Family Foundation
-
Roberts, D. F., Foehr, U. G., & Rideout, V. (2005). Generation M: Media in the lives of 8-18-year-olds: Menlo Park, CA: Kaiser Family Foundation.
-
(2005)
Generation M: Media in the lives of 8-18-year-olds
-
-
Roberts, D.F.1
Foehr, U.G.2
Rideout, V.3
-
54
-
-
3042593779
-
Building sense of community at a distance
-
Retrieved March 4, 2003, from
-
Rovai, A. P. (2002). Building sense of community at a distance. International Review of Research in Open and Distance Learning, 3(1). Retrieved March 4, 2003, from http://www.icaap.org/iuicode?149.3.1.x
-
(2002)
International Review of Research in Open and Distance Learning
, vol.3
, Issue.1
-
-
Rovai, A.P.1
-
56
-
-
46349098233
-
-
September, Paper presented at the British Educational Research Association BERA, Cardiff University, Cardiff, UK
-
Tanner, H., & Jones, S. (2000, September). Using ICT to support interactive teaching and learning on a secondary mathematics PGCE course. Paper presented at the British Educational Research Association (BERA), Cardiff University, Cardiff, UK.
-
(2000)
Using ICT to support interactive teaching and learning on a secondary mathematics PGCE course
-
-
Tanner, H.1
Jones, S.2
-
57
-
-
0002184046
-
Play and its role in the mental development of children
-
Vygotsky, L. S. (1967). Play and its role in the mental development of children. Soviet Psychology, 5(3), 6-18.
-
(1967)
Soviet Psychology
, vol.5
, Issue.3
, pp. 6-18
-
-
Vygotsky, L.S.1
-
58
-
-
0039448629
-
Improvement of practical reasoning skills with computer skills
-
Wood, L. E., & Stewart, R. W. (1987). Improvement of practical reasoning skills with computer skills. Journal of Computer-Based Instruction, 14(2), 49-53.
-
(1987)
Journal of Computer-Based Instruction
, vol.14
, Issue.2
, pp. 49-53
-
-
Wood, L.E.1
Stewart, R.W.2
|