-
3
-
-
78651523470
-
-
(September 24-28). Paper presented at DiGRA 2007, Tokyo, Japan. Retrieved May 20, 2008, from
-
Antti, K., Tuula, N.,& Marja, K. (2007, September 24-28). Team structure in the development of gamebased learning Environments. Paper presented at DiGRA 2007, Tokyo, Japan. Retrieved May 20, 2008, from http://www.digra.org/ dl/db/07344.35576.pdf
-
(2007)
Team structure in the development of gamebased learning Environments
-
-
Antti, K.1
Tuula, N.2
Marja, K.3
-
4
-
-
15944382753
-
Making learning fun: Quest Atlantis, a game without guns
-
doi:10.1007/BF02504859
-
Barab, S., Thomas, M., Dodge, T., Carteaux, R.,& Tuzun, H. (2005). Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research and Development, 53(1), 86-107. doi:10.1007/BF02504859
-
(2005)
Educational Technology Research and Development
, vol.53
, Issue.1
, pp. 86-107
-
-
Barab, S.1
Thomas, M.2
Dodge, T.3
Carteaux, R.4
Tuzun, H.5
-
5
-
-
78651561883
-
Video games "good for children"
-
BBC August 11. Retrieved April 30, 2008, from
-
BBC. (2004, August 11). Video games "good for children". BBC News. Retrieved April 30, 2008, from http://news.bbc.co.uk/go/pr/fr/-/1/hi/ scotland/3553352.stm
-
(2004)
BBC News
-
-
-
6
-
-
85029022896
-
All I ever needed to know about programming, I learned from re-writing classic arcade games Paper presented at
-
Oct 13-15. East Lansing, MI
-
Becker, K.,& Parker, J. R. (2005, Oct 13-15). All I ever needed to know about programming, I learned from re-writing classic arcade games. Paper presented at the Future Play: The International Conference on the Future of Game Design and Technology, East Lansing, MI.
-
(2005)
The Future Play: The International Conference on the Future of Game Design and Technology
-
-
Becker, K.1
Parker, J.R.2
-
7
-
-
19544370178
-
-
Washington, DC: USDA Forest Service
-
Berg, J., Bradshaw, B., Carbone, J., Chojnacky, C., Conroy, S., Cleaves, D., et al. (1999). Decision protocol 2.0. Washington, DC: USDA Forest Service.
-
(1999)
Decision Protocol 2.0
-
-
Berg, J.1
Bradshaw, B.2
Carbone, J.3
Chojnacky, C.4
Conroy, S.5
Cleaves, D.6
-
8
-
-
78651565180
-
Neverwinter nights in the classroom
-
January 31 Retrieved April 30, 2008, from
-
Berger, A. (2006, January 31). Neverwinter nights in the classroom. University of Minnesota News. Retrieved April 30, 2008, from http://www1.umn.edu/umnnews/Feature-Stories/22Neverwinter-Nights22-in-the- classroom.html
-
(2006)
University of Minnesota News
-
-
Berger, A.1
-
9
-
-
84875127897
-
Once upon a game: Rediscovering the roots of games in education
-
C. Miller (Ed.), New York: Springer Publishing Company
-
Botturi, L.,& Loh, C. S. (2009). Once upon a game: Rediscovering the roots of games in education. In C. Miller (Ed.), Games: Their purpose and potential in education (pp. 1-22). New York: Springer Publishing Company.
-
(2009)
Games: Their Purpose and Potential in Education
, pp. 1-22
-
-
Botturi, L.1
Loh, C.S.2
-
10
-
-
78651525856
-
Game on
-
(April 6)Retrieved February 2, 2009, from
-
Bounds, J. (2007, April 6). Game on! Dallas Business Journal. Retrieved February 2, 2009, from http://dallas.bizjournals.com/dallas/stories/2007/04/09/ focus1.html
-
(2007)
Dallas Business Journal
-
-
Bounds, J.1
-
12
-
-
63749110704
-
Proof of learning: Assessment in serious games
-
Retrieved from
-
Chen, S.,& Michael, D. (2005). Proof of learning: Assessment in serious games. Gamasutra. Retrieved from http://www.gamasutra.com/features/ 20051019/chen-01.shtml
-
(2005)
Gamasutra
-
-
Chen, S.1
Michael, D.2
-
13
-
-
54149119042
-
Point of view: Learning from serious games?
-
(May-June)
-
Clark, R. E. (2007, May-June). Point of view: Learning from serious games? Educational Technology, 47, 56-59.
-
(2007)
Educational Technology
, vol.47
, pp. 56-59
-
-
Clark, R.E.1
-
18
-
-
78651554142
-
-
March 5. Retrieved March 9, 2009, from
-
Gilbert, B. (2009, March 5). American library association goes gaming. Retrieved March 9, 2009, from http://www.joystiq.com/2009/03/05/americanlibrary- association-goes-gaming
-
(2009)
American Library Association goes Gaming
-
-
Gilbert, B.1
-
20
-
-
33644681379
-
Learning to collaborate: Designing collaboration in a 3-D game environment
-
doi:10.1016/j. iheduc.2005.12.004
-
Hämäläinen, R., Manninen, T., Järvelä, S.,& Häkkinen, P. (2006). Learning to collaborate: Designing collaboration in a 3-D game environment . The Internet and Higher Education, 9(1), 47-61. doi:10.1016/j. iheduc.2005.12.004
-
(2006)
The Internet and Higher Education
, vol.9
, Issue.1
, pp. 47-61
-
-
Hämäläinen, R.1
Manninen, T.2
Järvelä, S.3
Häkkinen, P.4
-
21
-
-
78651554673
-
Does media affect learning: Where are we now?
-
doi:10.1007/BF02773968
-
Hastings, N. B.,& Tracey, M. W. (2004). Does media affect learning: Where are we now? TechTrends, 49(2), 28-30. doi:10.1007/BF02773968
-
(2004)
TechTrends
, vol.49
, Issue.2
, pp. 28-30
-
-
Hastings, N.B.1
Tracey, M.W.2
-
23
-
-
78651568164
-
We're not listening: An open letter to academic game researchers
-
Retrieved from
-
Hopson, J. (2006). We're not listening: An open letter to academic game researchers. Gamasutra. Retrieved from http://www.gamasutra.com/features/ 20061110/hopson-01.shtml
-
(2006)
Gamasutra
-
-
Hopson, J.1
-
24
-
-
33744807434
-
Why minimal guidance during instruction does not work: An analysis of the failure of constructivist, discovery, problem-based, experiential, and inquiry-based teaching
-
DOI 10.1207/s15326985ep4102-1
-
Kirschner, P. A., Sweller, J.,& Clark, R. E. (2006). Why minimal guidance during instruction does not work: An analysis of the failure of constructivist, discovery, problem-based, experiential, and inquirybased teaching. Educational Psychologist, 41(2), 75-86. doi:10.1207/s15326985ep4102-1 (Pubitemid 43837408)
-
(2006)
Educational Psychologist
, vol.41
, Issue.2
, pp. 75-86
-
-
Kirschner, P.A.1
Sweller, J.2
Clark, R.E.3
-
25
-
-
58149276843
-
-
Washington, DC: Pew Internet& American Life Project
-
Lenhart, A., Kahne, J., Middaugh, E., Macgill, A. R., Evans, C.,& Vitak, J. (2008). Teens, video games and civics: Teens' gaming experiences are diverse and include significant social interaction and civic engagement. Washington, DC: Pew Internet& American Life Project.
-
(2008)
Teens, Video Games and Civics: Teens' Gaming Experiences are Diverse and Include Significant Social Interaction and Civic Engagement
-
-
Lenhart, A.1
Kahne, J.2
Middaugh, E.3
Macgill, A.R.4
Evans, C.5
Vitak, J.6
-
26
-
-
2942511725
-
Old concerns with new distance education research
-
Locke, B., Moore, M.,& Burton, J. (2001). Old concerns with new distance education research. EDUCAUSE Quarterly, 24(2), 60-62.
-
(2001)
EDUCAUSE Quarterly
, vol.24
, Issue.2
, pp. 60-62
-
-
Locke, B.1
Moore, M.2
Burton, J.3
-
27
-
-
0033449416
-
No comparison: Distance education finds a new use for 'No significant difference.'
-
doi:10.1007/BF02299632
-
Lockee, B. B., Burton, J. K.,& Cross, L. H. (1999). No comparison: Distance education finds a new use for 'No significant difference.' . Educational Technology Research and Development, 47(3), 33-42. doi:10.1007/BF02299632
-
(1999)
Educational Technology Research and Development
, vol.47
, Issue.3
, pp. 33-42
-
-
Lockee, B.B.1
Burton, J.K.2
Cross, L.H.3
-
29
-
-
78651575215
-
Designing online games assessment as "Information Trails."
-
V. Sugumaran (Ed.),Hershey, PA: Information Science Reference
-
Loh, C. S. (2008). Designing online games assessment as "Information Trails." In V. Sugumaran (Ed.), Intelligent information technologies: Concepts, methodologies, tools, and applications (Vol. 1, pp. 553-574). Hershey, PA: Information Science Reference.
-
(2008)
Intelligent Information Technologies: Concepts, Methodologies, Tools, and Applications
, vol.1
, pp. 553-574
-
-
Loh, C.S.1
-
30
-
-
84924916384
-
Assessing what players learned in serious games: In situ data collection, information trails, and quantitative analysis Paper presented at
-
November 21-23. Louisville, KY
-
Loh, C. S., Anantachai, A., Byun, J.,& Lenox, J. (2007, November 21-23). Assessing what players learned in serious games: In situ data collection, information trails, and quantitative analysis. Paper presented at the Computer Games: AI, Animation, Mobile, Educational& Serious Games (CGAMES 2007), Louisville, KY.
-
(2007)
The Computer Games: AI, Animation, Mobile, Educational& Serious Games (CGAMES 2007)
-
-
Loh, C.S.1
Anantachai, A.2
Byun, J.3
Lenox, J.4
-
31
-
-
78651592280
-
Modding neverwinter nights into serious games
-
D. Gibson& Y. K. Baek (Eds.), Hershey, PA: Information Science Reference
-
Loh, C. S.,& Byun, J. H. (2009). Modding neverwinter nights into serious games. In D. Gibson& Y. K. Baek (Eds.), Digital simulations for improving education: Learning through artificial teaching environments (pp. 408-426). Hershey, PA: Information Science Reference.
-
(2009)
Digital Simulations for Improving Education: Learning Through Artificial Teaching Environments
, pp. 408-426
-
-
Loh, C.S.1
Byun, J.H.2
-
34
-
-
70449690013
-
-
Miller, C. T. (Ed.) (1st ed.). New York: Springer Science+Business Media, LLC
-
Miller, C. T. (Ed.). (2008). Games: Purpose and potential in education (1st ed.). New York: Springer Science+Business Media, LLC.
-
(2008)
Games: Purpose and Potential in Education
-
-
-
35
-
-
78651539696
-
Re-reconsidering research on learning from media: Comments on Richard E. Clark's point of view column on serious games
-
January/ February
-
Parker, J. R., Becker, K.,& Sawyer, B. (2008, January/ February). Re-reconsidering research on learning from media: Comments on Richard E. Clark's point of view column on serious games. Educational Technology, 48, 39-43.
-
(2008)
Educational Technology
, vol.48
, pp. 39-43
-
-
Parker, J.R.1
Becker, K.2
Sawyer, B.3
-
36
-
-
84873399609
-
What videogame making can teach us about literacy and learning: Alternative pathways into participatory culture
-
September 24-28. Retrieved May 20, 2008, from
-
Peppler, K. A.,& Kafai, Y. B. (2007, September 24-28). What videogame making can teach us about literacy and learning: Alternative pathways into participatory culture. Paper presented at DiGRA 2007, Tokyo, Japan. Retrieved May 20, 2008, from http://www.digra.org/dl/db/07311.33576.pdf
-
(2007)
DiGRA 2007, Tokyo, Japan
-
-
Peppler, K.A.1
Kafai, Y.B.2
-
39
-
-
17044426337
-
Story creation in virtual game worlds
-
DOI 10.1145/1039539.1039571
-
Robertson, J.,& Good, J. (2005). Story creation in virtual game worlds. Communications of the ACM, 48(1), 61-65. doi:10.1145/1039539.1039571 (Pubitemid 40493426)
-
(2005)
Communications of the ACM
, vol.48
, Issue.1
, pp. 61-65
-
-
Robertson, J.1
Good, J.2
-
40
-
-
70350086112
-
The state of serious games
-
Retrieved from
-
Sawyer, B. (2005). The state of serious games. Gamasutra. Retrieved from http://www.gamasutra.com/features/20051024/sawyer-01.shtml
-
(2005)
Gamasutra
-
-
Sawyer, B.1
-
42
-
-
78651562351
-
Computational literacy in online games: The social life of mods
-
Steinkuehler, C.,& Johnson, B. Z. (2009). Computational literacy in online games: The social life of mods. International Journal of Gaming and Computer-Mediated Simulations, 1(1), 53-65.
-
(2009)
International Journal of Gaming and Computer-Mediated Simulations
, vol.1
, Issue.1
, pp. 53-65
-
-
Steinkuehler, C.1
Johnson, B.Z.2
-
43
-
-
21344463756
-
Writing interactive stories in the classroom
-
Szafron, D., Carbonaro, M., Cutumisu, M., Gillis, S., McNaughton, M., Onuczko, C., et al. (2005). Writing interactive stories in the classroom. Interactive Multimedia Electronic Journal of Computer-Enhanced Learning, 7(1).
-
(2005)
Interactive Multimedia Electronic Journal of Computer-Enhanced Learning
, vol.7
, Issue.1
-
-
Szafron, D.1
Carbonaro, M.2
Cutumisu, M.3
Gillis, S.4
McNaughton, M.5
Onuczko, C.6
-
44
-
-
0003732435
-
-
Washington, DC: Association for Educational Communications and Technology
-
Thompson, A. D., Simonson, M. R.,& Hargrave, C. P. (1992). Educational technology: A review of the research. Washington, DC: Association for Educational Communications and Technology.
-
(1992)
Educational technology: A Review of The Research
-
-
Thompson, A.D.1
Simonson, M.R.2
Hargrave, C.P.3
-
45
-
-
47749097025
-
Building intelligent learning games
-
D. Gibson, C. Aldrich,& M. Prensky (Eds.), Hershey, PA: Idea Group, Inc.
-
van Eck, R. (2007). Building intelligent learning games. In D. Gibson, C. Aldrich,& M. Prensky (Eds.), Games and simulation in online learning: Research and development frameworks. Hershey, PA: Idea Group, Inc.
-
(2007)
Games and Simulation in Online Learning: Research and Development Frameworks
-
-
Van Eck, R.1
-
46
-
-
78651527421
-
The ethics of indigenous storytelling: Using the torque game engine to support Australian Aboriginal cultural heritage
-
September 24-28. Retrieved April 30, 2007, from http://
-
Wyeld, T. G., Leavy, B., Carroll, J., Gibbons, C., Ledwich, B.,& Hills, J. (2007, September 24-28). The ethics of indigenous storytelling: Using the torque game engine to support Australian Aboriginal cultural heritage. Paper presented at DiGRA 2007, Tokyo, Japan. Retrieved April 30, 2007, from http://
-
(2007)
DiGRA 2007, Tokyo, Japan
-
-
Wyeld, T.G.1
Leavy, B.2
Carroll, J.3
Gibbons, C.4
Ledwich, B.5
Hills, J.6
|