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International Journal of Game-Based Learning

April 2013 Volume 3, Number 2

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Table of Contents

Number of articles: 7

  1. Factors at Play in Tertiary Curriculum Gamification

    Penny de Byl, Department of Humanities and Social Sciences, Bond University, Robina, QLD, Australia

    The compulsion to include games and game related mechanism in education is great among educators who want to engage and motivate today’s students and the latest buzzword in this domain is... More

    pp. 1-21

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  2. Learning to Play, Playing to Learn: Comparing the Experiences of Adult Foreign Language Learners with Off-the-Shelf and Specialized Games for Learning German

    Frederik De Grove, Jan Van Looy & Peter Mechant, Department of Communication Sciences (iMinds-MICT), Ghent University, Ghent, Belgium

    Learning opportunities offered by digital games have become an important research topic in recent years. Language learning is one of the areas in which games could prosper but the question then is ... More

    pp. 22-35

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  3. Strategy Instruction and Maintenance of Basic Multiplication Facts through Digital Game Play

    André Denham, Department of Educational Leadership, Policy, and Technology Studies, The University of Alabama, Tuscaloosa, AL, United States

    Formative instruction on multiplication primarily focuses on rote memorization. This leads to factual fluency, but also develops a narrow view of multiplication and hinders the development of... More

    pp. 36-54

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  4. Evaluating the Relationship between Cognitive Style and Pre-Service Teachers’ Preconceived Notions about Adopting Console Video Games for Use in Future Classrooms

    Rudy McDaniel, Department of Digital Media, School of Visual Arts and Design, University of Central Florida, Orlando, FL, United States; Robert Kenny, Department of Leadership, Counseling, and Educational Technology, Florida Gulf Coast University, Fort Myers, FL, United States

    This article explores the impact of perceptual cognitive styles on pre-service teachers’ attitudes toward video games. Using a cognitive style continuum measuring field dependence and field... More

    pp. 55-76

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  5. Game Coaching System Design and Development: A Retrospective Case Study of FPS Trainer

    Wee Tan, Department of Art, Computing and Creative Industry, Sultan Idris Education University, Tanjung Malim, Perak, Malaysia

    This paper is a retrospective case study of a game-based learning (GBL) researcher who cooperated with a professional gamer and a team of game developers to design and develop a coaching system for... More

    pp. 77-90

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  6. The Opinions and Attitudes of the Foreign Language Learners and Teachers Related to the Traditional and Digital Games: Age and Gender Differences

    Levent Uzun & M. Ekin, Department of English Language Teaching, Uludag University, Bursa, Turkey; Erdogan Kartal, Department of French Language Teaching, Uludag University, Bursa, Turkey

    The present study aimed at investigating the differences between the teachers and the ‘new generation’ of learners, their opinions about which language skills would benefit more from games, and the... More

    pp. 91-111

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  7. Juvenile Offenders: Developing Motivation, Engagement, and Meaning-Making through Video Game Creation

    Dana Ruggiero, School of Education, Bath Spa University, Bath, United Kingdom; Belen Garcia de Hurtado & William Watson, Department of Learning, Design and Technology, Purdue University, West Lafayette, IN, United States

    In this study, the authors examined juvenile offender experiences in Project Tech, a research-based educational pilot program to teach socially responsible serious game development at a major... More

    pp. 112-129

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