-
1
-
-
84874487266
-
Motivational perspectives on students' responses to learning in virtual learning environments
-
In: Weiss J., Nolan J., Hunsinger J., Trifonas P., editors Dordrecht, the Netherlands, Dordrecht,: Springer
-
Ainley, M. and Armatas, C. 2006. "Motivational perspectives on students' responses to learning in virtual learning environments". In The international handbook of virtual learning environments, Edited by: Weiss, J., Nolan, J., Hunsinger, J. and Trifonas, P. 365-394. Dordrecht, the Netherlands: Springer.
-
(2006)
The international handbook of virtual learning environments
, pp. 365-394
-
-
Ainley, M.1
Armatas, C.2
-
3
-
-
66149091558
-
Video game effects - confirmed, suspected, and speculative: a review of the evidence
-
doi:10.1177/1046878108327539
-
Barlett, C. P., Anderson, C. A. and Swing, E. L. 2008. Video game effects-confirmed, suspected, and speculative: a review of the evidence. Simulation & Gaming, 40(3): 377-403. (doi:10.1177/1046878108327539)
-
(2008)
Simulation & Gaming
, vol.40
, Issue.3
, pp. 377-403
-
-
Barlett, C.P.1
Anderson, C.A.2
Swing, E.L.3
-
4
-
-
57349087938
-
Authentic fictions: simulation, professionalism and legal learning
-
Barton, K., McKellar, P. and Maharg, P. 2007. Authentic fictions: simulation, professionalism and legal learning. Clinical Law Review, 14: 143-193.
-
(2007)
Clinical Law Review
, vol.14
, pp. 143-193
-
-
Barton, K.1
McKellar, P.2
Maharg, P.3
-
6
-
-
79952986230
-
Reviewing the need for gaming in education to accommodate the net generation
-
doi:10.1016/j.compedu.2011.02.010
-
Bekebrede, G., Warmelink, H. J.G. and Mayer, I. S. 2011. Reviewing the need for gaming in education to accommodate the net generation. Computers & Education, 57(2): 1521-1529. (doi:10.1016/j.compedu.2011.02.010)
-
(2011)
Computers & Education
, vol.57
, Issue.2
, pp. 1521-1529
-
-
Bekebrede, G.1
Warmelink, H.J.G.2
Mayer, I.S.3
-
7
-
-
84874488938
-
Handbook on formative and summative evaluation of student learning
-
doi:10.2307/1319918
-
Bloom, B. S., Hastings, T. J. and Madaus, G. F. 1972. Handbook on formative and summative evaluation of student learning. Studies in Art Education, 14(1): 68-72. (doi:10.2307/1319918)
-
(1972)
Studies in Art Education
, vol.14
, Issue.1
, pp. 68-72
-
-
Bloom, B.S.1
Hastings, T.J.2
Madaus, G.F.3
-
9
-
-
84874483055
-
-
Newbury Park, CA, Newbury Park, CA,: Sage Publications
-
Chen, H.-T. 1990. Theory-driven valuations, Newbury Park, CA: Sage Publications.
-
(1990)
Theory-driven valuations
-
-
Chen, H.-T.1
-
10
-
-
84859648632
-
A systematic literature review of empirical evidence on computer games and serious games
-
Connolly, T. M. 2012. A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2): 661-686.
-
(2012)
Computers & Education
, vol.59
, Issue.2
, pp. 661-686
-
-
Connolly, T.M.1
-
11
-
-
0003462484
-
-
Boston, MA, Boston, MA,: Houghton Mifflin
-
Cook, T. D. and Campbell, D. T. 1979. Quasi-experimentation: Design and analysis issues for field settings, Boston, MA: Houghton Mifflin.
-
(1979)
Quasi-experimentation: Design and analysis issues for field settings
-
-
Cook, T.D.1
Campbell, D.T.2
-
13
-
-
0141988044
-
-
Thousand Oaks, CA, Thousand Oaks, CA,: Sage Publications
-
Creswell, J. W. 2003. Research design: Qualitative, quantitative, and mixed methods approaches, Thousand Oaks, CA: Sage Publications.
-
(2003)
Research design: Qualitative, quantitative, and mixed methods approaches
-
-
Creswell, J.W.1
-
14
-
-
73149108620
-
What are learning affordances of 3-D virtual environments?
-
doi:10.1111/j.1467-8535.2009.01038.x
-
Dalgarno, B. and Lee, M. J.W. 2010. What are learning affordances of 3-D virtual environments?. British Journal of Educational Technology, 41(1): 10-32. (doi:10.1111/j.1467-8535.2009.01038.x)
-
(2010)
British Journal of Educational Technology
, vol.41
, Issue.1
, pp. 10-32
-
-
Dalgarno, B.1
Lee, M.J.W.2
-
15
-
-
34247388884
-
Online gaming as an educational tool in learning and training
-
doi:10.1111/j.1467-8535.2007.00720.x
-
de Freitas, S. and Griffiths, M. 2007. Online gaming as an educational tool in learning and training. British Journal of Educational Technology, 38(3): 535-537. (doi:10.1111/j.1467-8535.2007.00720.x)
-
(2007)
British Journal of Educational Technology
, vol.38
, Issue.3
, pp. 535-537
-
-
de Freitas, S.1
Griffiths, M.2
-
16
-
-
31144434319
-
How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?
-
doi:10.1016/j.compedu.2005.11.007
-
de Freitas, S. and Oliver, M. 2006. How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?. Computers & Education, 46(3): 249-264. (doi:10.1016/j.compedu.2005.11.007)
-
(2006)
Computers & Education
, vol.46
, Issue.3
, pp. 249-264
-
-
de Freitas, S.1
Oliver, M.2
-
17
-
-
73149108424
-
Learning as immersive experiences: using the four-dimensional framework for designing and evaluating immersive learning experiences in a virtual world
-
doi:10.1111/j.1467-8535.2009.01024.x
-
de Freitas, S. 2010. Learning as immersive experiences: using the four-dimensional framework for designing and evaluating immersive learning experiences in a virtual world. British Journal of Educational Technology, 41(1): 69-85. (doi:10.1111/j.1467-8535.2009.01024.x)
-
(2010)
British Journal of Educational Technology
, vol.41
, Issue.1
, pp. 69-85
-
-
de Freitas, S.1
-
18
-
-
56249143407
-
Development and evaluation of a virtual campus on second life: the case of SecondDMI
-
doi:10.1016/j.compedu.2008.08.001
-
Delucia, A. 2009. Development and evaluation of a virtual campus on second life: the case of SecondDMI. Computers & Education, 52(1): 220-233. (doi:10.1016/j.compedu.2008.08.001)
-
(2009)
Computers & Education
, vol.52
, Issue.1
, pp. 220-233
-
-
Delucia, A.1
-
19
-
-
33745218483
-
Three-dimensional virtual worlds and distance learning: two case studies of Active Worlds as a medium for distance education
-
doi:10.1111/j.1467-8535.2005.00477.x
-
Dickey, M. D. 2005. Three-dimensional virtual worlds and distance learning: two case studies of Active Worlds as a medium for distance education. British Journal of Educational Technology, 36(3): 439-451. (doi:10.1111/j.1467-8535.2005.00477.x)
-
(2005)
British Journal of Educational Technology
, vol.36
, Issue.3
, pp. 439-451
-
-
Dickey, M.D.1
-
20
-
-
79551688185
-
The pragmatics of virtual worlds for K-12 educators: investigating the affordances and constraints of Active Worlds and Second Life with K-12 in-service teachers
-
doi:10.1007/s11423-010-9163-4
-
Dickey, M. D. 2010. The pragmatics of virtual worlds for K-12 educators: investigating the affordances and constraints of Active Worlds and Second Life with K-12 in-service teachers. Educational Technology Research & Development, 59(1): 1-20. (doi:10.1007/s11423-010-9163-4)
-
(2010)
Educational Technology Research & Development
, vol.59
, Issue.1
, pp. 1-20
-
-
Dickey, M.D.1
-
21
-
-
33751189731
-
-
[online]. Copenhagen: Department of Digital Aesthetics & Communication, IT-University of Copenhagen. Available from: [Accessed 2008]
-
Egenfeldt-Nielsen, S. 2005. Beyond edutainment: Exploring the educational potential of computer games [online]. Copenhagen: Department of Digital Aesthetics & Communication, IT-University of Copenhagen. Available from: www.seriousgames.dk/downloads/egenfeldt.pdf [Accessed 2008]
-
(2005)
Beyond edutainment: Exploring the educational potential of computer games
-
-
Egenfeldt-Nielsen, S.1
-
22
-
-
48649090266
-
Overview of research on the educational use of video games
-
Egenfeldt-Nielsen, S. 2006. Overview of research on the educational use of video games. Digital Kompetanse, 1: 184-213.
-
(2006)
Digital Kompetanse
, vol.1
, pp. 184-213
-
-
Egenfeldt-Nielsen, S.1
-
23
-
-
21044444487
-
Constructs of simulation evaluation
-
doi:10.1177/1046878102238606
-
Feinstein, A. H. and Cannon, H. M. 2002. Constructs of simulation evaluation. Simulation and Gaming, 33(4): 425-440. (doi:10.1177/1046878102238606)
-
(2002)
Simulation and Gaming
, vol.33
, Issue.4
, pp. 425-440
-
-
Feinstein, A.H.1
Cannon, H.M.2
-
24
-
-
67549103767
-
Games, motivation, and learning: a research and practice model
-
doi:10.1177/1046878102238607
-
Garris, R., Ahlers, R. and Driskell, J. E. 2002. Games, motivation, and learning: a research and practice model. Simulation & Gaming, 33(4): 441-467. (doi:10.1177/1046878102238607)
-
(2002)
Simulation & Gaming
, vol.33
, Issue.4
, pp. 441-467
-
-
Garris, R.1
Ahlers, R.2
Driskell, J.E.3
-
25
-
-
84875850813
-
Serious games as new educational tools: how effective are they? A meta-analysis of recent studies
-
March
-
Girard, C., Ecalle, J. and Magnan, A. 2012. Serious games as new educational tools: how effective are they? A meta-analysis of recent studies. Journal of Computer Assisted Learning,: 1-13. March
-
(2012)
Journal of Computer Assisted Learning
, pp. 1-13
-
-
Girard, C.1
Ecalle, J.2
Magnan, A.3
-
26
-
-
33749576028
-
A review of scholarship on assessing experiential learning effectiveness
-
doi:10.1177/1046878104263544
-
Gosen, J. and Washbush, J. 2004. A review of scholarship on assessing experiential learning effectiveness. Simulation & Gaming, 35(2): 270-293. (doi:10.1177/1046878104263544)
-
(2004)
Simulation & Gaming
, vol.35
, Issue.2
, pp. 270-293
-
-
Gosen, J.1
Washbush, J.2
-
27
-
-
84874483273
-
Teaching with simulation games: a review of claims and evidence
-
In: Greenblat C., Duke R. D., editors New York, New York,: John Wiley & Sons
-
Greenblat, C. S. 1975. "Teaching with simulation games: a review of claims and evidence". In Gaming-simulation: Rationale, design and applications, Edited by: Greenblat, C. and Duke, R. D. 270-284. New York: John Wiley & Sons.
-
(1975)
Gaming-simulation: Rationale, design and applications
, pp. 270-284
-
-
Greenblat, C.S.1
-
28
-
-
0002000907
-
-
New York, New York,: Sage Publications, Inc
-
Greenblat, C. S. and Duke, R. D. 1975. Gaming-simulation: Rationale, design, and applications, New York: Sage Publications, Inc.
-
(1975)
Gaming-simulation: Rationale, design, and applications
-
-
Greenblat, C.S.1
Duke, R.D.2
-
30
-
-
33646386690
-
Theory-oriented evaluation of gaming simulations -the case of Simgame
-
In: Kriz W. C., Eberle T., editors Munich, Munich,: SAGSAGA
-
Hense, J. Theory-oriented evaluation of gaming simulations -the case of Simgame. ISAGA Conference 2004, Bridging the gap: transforming knowledge into action through gaming and simulation, Edited by: Kriz, W. C. and Eberle, T. pp.339-351. Munich: SAGSAGA.
-
ISAGA Conference 2004, Bridging the gap: Transforming knowledge into action through gaming and simulation
, pp. 339-351
-
-
Hense, J.1
-
31
-
-
49849084908
-
A video game improves behavioral outcomes in adolescents and young adults with cancer: a randomized trial
-
doi:10.1542/peds.2007-3134
-
Kato, P. M. 2008. A video game improves behavioral outcomes in adolescents and young adults with cancer: a randomized trial. Pediatrics, 122(2): e305-e317. (doi:10.1542/peds.2007-3134)
-
(2008)
Pediatrics
, vol.122
, Issue.2
, pp. 305-317
-
-
Kato, P.M.1
-
33
-
-
66149124091
-
The learning way: meta-cognitive aspects of experiential learning
-
doi:10.1177/1046878108325713
-
Kolb, A. Y. and Kolb, D. A. 2008. The learning way: meta-cognitive aspects of experiential learning. Simulation & Gaming, 40(3): 297-327. (doi:10.1177/1046878108325713)
-
(2008)
Simulation & Gaming
, vol.40
, Issue.3
, pp. 297-327
-
-
Kolb, A.Y.1
Kolb, D.A.2
-
34
-
-
33646433417
-
Theory-oriented evaluation for the design of and research in gaming and simulation
-
doi:10.1177/1046878106287950
-
Kriz, W. C. and Hense, J. U. 2006. Theory-oriented evaluation for the design of and research in gaming and simulation. Simulation Gaming, 37(2): 268-283. (doi:10.1177/1046878106287950)
-
(2006)
Simulation Gaming
, vol.37
, Issue.2
, pp. 268-283
-
-
Kriz, W.C.1
Hense, J.U.2
-
35
-
-
0038134642
-
Effectiveness of computer-based instructional simulation: a meta analysis
-
Lee, J. 1999. Effectiveness of computer-based instructional simulation: a meta analysis. International Journal of Instructional Media, 26(1): 71-85.
-
(1999)
International Journal of Instructional Media
, vol.26
, Issue.1
, pp. 71-85
-
-
Lee, J.1
-
37
-
-
84874476979
-
Predictive power of role-play simulations in political science?: Experience of an e-learning tool [online]
-
July, Orlando, Florida, Available from: [Accessed 15 October 2012]
-
Linser, R. Predictive power of role-play simulations in political science?: Experience of an e-learning tool [online]. Proceedings of the international conference on Politics and Information Systems Technologies and Applications PISTA. July21-252004, Orlando, Florida, USA. pp.1-6. Available from: http://www.simplay.net/papers/RPSpredictive_power.html [Accessed 15 October 2012].
-
(2004)
Proceedings of the international conference on Politics and Information Systems Technologies and Applications PISTA
, pp. 1-6
-
-
Linser, R.1
-
38
-
-
84857210741
-
Negotiating the web: legal skills learning in a virtual community
-
doi:10.1080/13600860220108139
-
Maharg, P. 2001. Negotiating the web: legal skills learning in a virtual community. International Review of Law Computers, 15(3): 345-360. (doi:10.1080/13600860220108139)
-
(2001)
International Review of Law Computers
, vol.15
, Issue.3
, pp. 345-360
-
-
Maharg, P.1
-
39
-
-
84859020060
-
Virtual communities on the web: Transactional learning and teaching
-
In: Stichting Rechten, editors Nijmegen, the Netherlands, Nijmegen,: Wolf Legal Publishers
-
Maharg, P. 2004. "Virtual communities on the web: Transactional learning and teaching". In Aan het werk met ICT in het academisch onderwijs, Edited by: Stichting, Rechten. 75-90. Nijmegen, the Netherlands: Wolf Legal Publishers.
-
(2004)
Aan het werk met ICT in het academisch onderwijs
, pp. 75-90
-
-
Maharg, P.1
-
40
-
-
84858599583
-
Virtual learning environments: the alternative to the box under the bed
-
doi:10.1080/03069400.2005.9993165
-
Maharg, P. and McKellar, P. 2005. Virtual learning environments: the alternative to the box under the bed. The Law Teacher, 39(1): 43-56. (doi:10.1080/03069400.2005.9993165)
-
(2005)
The Law Teacher
, vol.39
, Issue.1
, pp. 43-56
-
-
Maharg, P.1
McKellar, P.2
-
42
-
-
23844538619
-
Game-based learning in university and lifelong learning: 'unigame: social skills and knowledge training' game concept
-
Pivec, M. and Dziabenko, O. 2004. Game-based learning in university and lifelong learning: 'unigame: social skills and knowledge training' game concept. Journal of Universal Computer Science, 10(1): 14-26.
-
(2004)
Journal of Universal Computer Science
, vol.10
, Issue.1
, pp. 14-26
-
-
Pivec, M.1
Dziabenko, O.2
-
43
-
-
0004002744
-
-
McGraw-Hill, McGraw-Hill,: University of California
-
Prensky, M. 2001. Digital game-based learning, McGraw-Hill: University of California.
-
(2001)
Digital game-based learning
-
-
Prensky, M.1
-
44
-
-
84874503284
-
Establishing a science of game based learning
-
In: Cannon-Bowers J., Bowers C., editors Hershey, PA, Hershey, PA,: IGI Global
-
Sanchez, A., Cannon-Bowers, J. A. and Bowers, C. 2010. "Establishing a science of game based learning". In Serious game design and development: Technologies for training and learning, Edited by: Cannon-Bowers, J. and Bowers, C. 290-304. Hershey, PA: IGI Global.
-
(2010)
Serious game design and development: Technologies for training and learning
, pp. 290-304
-
-
Sanchez, A.1
Cannon-Bowers, J.A.2
Bowers, C.3
-
45
-
-
18144388548
-
-
[online]. Thesis (PhD). Indiana University, Bloomington, IN. Available from: [Accessed 15 October 2012]
-
Squire, K. D. 2004. Replaying history: Learning world history through playing Civilization III [online]. Thesis (PhD). Indiana University, Bloomington, IN. Available from: http://website.education.wisc.edu/kdsquire/dissertation.htm [Accessed 15 October 2012].
-
(2004)
Replaying history: Learning world history through playing Civilization III
-
-
Squire, K.D.1
-
46
-
-
84874475368
-
-
Stichting Rechten Online, Available from:. [Accessed 11 April 2007]
-
Stichting Rechten Online. 2007. Cyberdam [online] Available from: http://www.cyberdam.nl. [Accessed 11 April 2007].
-
(2007)
Cyberdam [online]
-
-
-
48
-
-
33751513124
-
Digital game-based learning: it's not just the digital natives who are restless
-
van Eck, R. 2006. Digital game-based learning: it's not just the digital natives who are restless. Educause Review, 41(2): 1-16.
-
(2006)
Educause Review
, vol.41
, Issue.2
, pp. 1-16
-
-
van Eck, R.1
-
49
-
-
77953010395
-
Validation of serious games attributes using the technology acceptance model [online]
-
In: IEEE, editors 2010 second international conference on Games and Virtual Worlds for Serious Applications, March, Braga, Available from: [Accessed 15 October 2012]
-
Yusoff, A., Crowder, R. and Gilbert, L. Validation of serious games attributes using the technology acceptance model [online]. 2010 second international conference on Games and Virtual Worlds for Serious Applications. March25-262010, Braga, Portugal. Edited by: IEEE. pp.45-51. Available from: http://eprints.soton.ac.uk/270809/ [Accessed 15 October 2012].
-
(2010)
, pp. 45-51
-
-
Yusoff, A.1
Crowder, R.2
Gilbert, L.3
|