International Journal of Game-Based Learning
April 2013 Volume 3, Number 2
Table of Contents
Number of articles: 7
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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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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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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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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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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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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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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