Search results for author:"Matthew Gaydos"
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Educational Technology Vol. 56, No. 3 (2016) pp. 6–11
This article aims at clarifying and conceptualizing game-based learning (GBL) in order to pinpoint directions for practices and research. The authors maintain that GBL should be conceptualized toward the transformation of a textbook-learning culture....
Educational Technology Vol. 56, No. 3 (2016) pp. 3–5
Digital games for learning have quickly transitioned from a theoretical possibility, to a hyped technology, to an idea that almost seems quaint compared to advances in Biochips, Smart Robots, and self-driving cars. As a field, it is now better...
Cultural Studies of Science Education Vol. 7, No. 4 (December 2012) pp. 821–844
Research has shown that video games can be good for learning, particularly for STEM topics. However, in order for games to be scalable and sustainable, associated research must move beyond considerations of efficacy towards theories that account for ...
Hybrid Augmented Reality for Participatory Learning: The Hidden Efficacy of Multi-User Game-Based Simulation
IEEE Transactions on Learning Technologies Vol. 11, No. 1 (2018) pp. 115–127
The goal for this research is to articulate and test a new hybrid Augmented Reality (AR) environment for conceptual understanding. From the theoretical lens of embodied interaction, we have designed a multi-user participatory simulation called...
Journal of Science Education and Technology Vol. 23, No. 3 (June 2014) pp. 324–343
This article explores how learning biological concepts can be facilitated by playing a video game that depicts interactions and processes at the subcellular level. Particularly, this article reviews the effects of a real-time strategy game that...
Educational Technology Vol. 56, No. 3 (2016) pp. 54–57
Player responses to a brief survey gauging their understanding of content after playing an educational game, "Virulent," are presented. Response accuracy was higher for picture-based questions than text-based questions, despite the...