You are here:

Journal of Educational Multimedia and Hypermedia

July 2007 Volume 16, Number 3


Gary H. Marks

Search this issue

Table of Contents

Number of articles: 7

  1. PREFACE: Learning and teaching with electronic games

    Richard E. Ferdig, University of Florida, United States

    (no abstract) More

    pp. 217-223

  2. Towards a Framework for Understanding Electronic Educational Gaming

    Meredith DiPietro, Richard E. Ferdig, Jeff Boyer & Erik W. Black, University of Florida, United States

    Games and gaming have always been an influential part of society and culture. Within the last 35 years, due to numerous technology innovations, electronic games in many formats have become... More

    pp. 225-248

  3. New media resistance: Barriers to implementation of computer video games in the classroom

    John W. Rice, University of North Texas, United States

    Computer video games are an emerging instructional medium offering strong degrees of cognitive efficiencies for experiential learning, team building, and greater understanding of abstract concepts.... More

    pp. 249-261

  4. Third generation educational use of computer games

    Simon Egenfeldt-Nielsen, IT University of Copenhagen, Denmark

    This article outlines the characteristics and problems related to edutainment and of the associated research studies demonstrating that learning outcomes looks promising. The article suggests that ... More

    pp. 263-281

  5. First steps and beyond: Serious games as preparation for future learning

    Debbie Denise Reese, Wheeling Jesuit University, United States

    Electronic game technologies can prepare novice learners for future learning of complex concepts. This paper describes the underlying instructional design, learning science, cognitive science, and ... More

    pp. 283-300

  6. Gaming literacies: A game design study in action

    Katie Salen, Parsons The New School of Design, United States

    Educators and education advocates have recently acknowledged that the ability to think systemically is one of the necessary skills for success in the 21st century. Game-making is especially well... More

    pp. 301-322

  7. Game literacy in theory and practice

    David Buckingham & Andrew Burn, Institute of Education - University of London, United Kingdom

    If we intend to teach through educational media, we also have to teach about those media. This article explores the implications of this perspective for the use of computer games in the classroom. ... More

    pp. 323-349