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Learning, Media and Technology

December 2006 Volume 31, Number 4

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Table of Contents

Number of articles: 6

  1. Learning to Play in Digital Games

    Caroline Pelletier & Martin Oliver

    There is growing interest in the use of games for educational purposes, particularly with regard to teaching curriculum subjects. Much of the research, however, has focused either on the content of... More

    pp. 329-342

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  2. Using Games and Simulations for Supporting Learning

    Sara I. de Freitas

    The growing interest in the use of games and simulations to support learning is evidenced in the literature, as well as in recent research projects and initiatives. While a focus upon the users of ... More

    pp. 343-358

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  3. Mind Games, Reasoning Skills, and the Primary School Curriculum

    Rosa Maria Bottino & Michela Ott

    This paper reports on a pilot research project aimed at helping to develop some strategic and reasoning abilities in primary school pupils by engaging them in educational itineraries based on the... More

    pp. 359-375

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  4. An Exploration of Adolescents' Perceptions of Videogame Realism

    Steven Malliet

    An attempt is made to translate the concept of perceived realism from the domain of general media studies to the domain of videogame studies. In order to make such a translation, a thorough... More

    pp. 377-394

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  5. Playing the Literacy Game: A Case Study in Adult Education

    Maria Kambouri, Siobhan Thomas & Harvey Mellar

    Runner is a high-quality educational game designed by the University for Industry (UfI/"learndirect") to attract young adults who find learning in formal educational contexts difficult. A case... More

    pp. 395-410

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  6. Humour in Game-Based Learning

    Claire Dormann & Robert Biddle

    This paper focuses on the benefits and utilisation of humour in digital game-based learning. Through the activity theory framework, we emphasise the role of humour as a mediating tool which helps... More

    pp. 411-424

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