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Motivation and Digital Games

Compiled by Mohammad Nur Azhar Mazlan

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  • Digital games is refer to as playing games via computer and console game.

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    • Prospecting for Prospective Law Students with The Gold Rush: Mining the Law Online Game: Preliminary Survey Findings about Learning Outcomes and Student Motivation

      Le Brun, M., Li, T. & Lam, P. (2006). Prospecting for Prospective Law Students with The Gold Rush: Mining the Law Online Game: Preliminary Survey Findings about Learning Outcomes and Student Motivation. In E. Pearson & P. Bohman (Eds.), Proceedings of ED-MEDIA 2006--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 166-177). Orlando, FL USA: Association for the Advancement of Computing in Education (AACE).

    • Are Students Ready to E-Learn? The Influence of Experience with PC-Based Game Environments on Motivation

      Orvis, K., Belanich, J., Mullin, L. & Orvis, K.A. (2004). Are Students Ready to E-Learn? The Influence of Experience with PC-Based Game Environments on Motivation. In J. Nall & R. Robson (Eds.), Proceedings of E-Learn 2004--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 2074-2080). Washington, DC, USA: Association for the Advancement of Computing in Education (AACE).

    • Instructional Design Principles Towards Intrinsic Motivation

      Yaniv, H. (2005). Instructional Design Principles Towards Intrinsic Motivation. In P. Kommers & G. Richards (Eds.), Proceedings of ED-MEDIA 2005--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 1084-1090). Montreal, Canada: Association for the Advancement of Computing in Education (AACE).

    • From Theory to Practice: Towards Classifying Motivational Strategies Used by the Instructor of a Game-Based On-line Learning Event for Adults

      Haupt, G. & Cronje, J. (2003). From Theory to Practice: Towards Classifying Motivational Strategies Used by the Instructor of a Game-Based On-line Learning Event for Adults. In D. Lassner & C. McNaught (Eds.), Proceedings of ED-MEDIA 2003--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 1118-1125). Honolulu, Hawaii, USA: Association for the Advancement of Computing in Education (AACE).

    • The Effect of Digital Game-Based Learning and of Thinking Styles on Junior High School Students' Higher-Order Thinking, Learning Motivation, and Academic Achievement

      Chen, I.H., Gao, J.B. & Yang, Y.T.C. (2008). The Effect of Digital Game-Based Learning and of Thinking Styles on Junior High School Students' Higher-Order Thinking, Learning Motivation, and Academic Achievement. In K. McFerrin, R. Weber, R. Carlsen & D. Willis (Eds.), Proceedings of SITE 2008--Society for Information Technology & Teacher Education International Conference (pp. 1631-1637). Las Vegas, Nevada, USA: Association for the Advancement of Computing in Education (AACE).

    • Computer Games as a Learning Motivator

      Sprague, M., Lambert, L., Berry, T. & Siochi, A. (2006). Computer Games as a Learning Motivator. In C. Crawford, R. Carlsen, K. McFerrin, J. Price, R. Weber & D. Willis (Eds.), Proceedings of SITE 2006--Society for Information Technology & Teacher Education International Conference (pp. 1409-1414). Orlando, Florida, USA: Association for the Advancement of Computing in Education (AACE).

    • Immersive Learning and Role Plays in Second Life

      Jeffery, A. & Collins, M. (2008). Immersive Learning and Role Plays in Second Life. In K. McFerrin, R. Weber, R. Carlsen & D. Willis (Eds.), Proceedings of SITE 2008--Society for Information Technology & Teacher Education International Conference (pp. 2628-2632). Las Vegas, Nevada, USA: Association for the Advancement of Computing in Education (AACE).

    • Multiplayer Online Gaming and Its Increasing Impact on High School Age Students

      Brown, D., Barter, R., Buck, R., Eaton, C., Mason, B. & Pratt, M. (2004). Multiplayer Online Gaming and Its Increasing Impact on High School Age Students. In J. Nall & R. Robson (Eds.), Proceedings of E-Learn 2004--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 2294-2299). Washington, DC, USA: Association for the Advancement of Computing in Education (AACE).

    • The Simulation Game: Discussing the educational potential of online multiplayer games.

      McManus, T. (2002). The Simulation Game: Discussing the educational potential of online multiplayer games. In M. Driscoll & T. Reeves (Eds.), Proceedings of E-Learn 2002--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 1899-1902). Montreal, Canada: Association for the Advancement of Computing in Education (AACE).

    • Game and flow concepts for learning: some considerations

      Lemay, P. (2008). Game and flow concepts for learning: some considerations. In K. McFerrin, R. Weber, R. Carlsen & D. Willis (Eds.), Proceedings of SITE 2008--Society for Information Technology & Teacher Education International Conference (pp. 510-515). Las Vegas, Nevada, USA: Association for the Advancement of Computing in Education (AACE).

    • Let’s Play: The role and value of games and simulations in education!, Part 2

      Searson, M., Halverson, B., McLaughlin, R., Cazan, C., DeMarle, A., Foreman, J., Benton, P., Zibit, M., Gibson, D. & Sprague, D. (2005). Let’s Play: The role and value of games and simulations in education!, Part 2. In C. Crawford, R. Carlsen, I. Gibson, K. McFerrin, J. Price, R. Weber & D. Willis (Eds.), Proceedings of SITE 2005--Society for Information Technology & Teacher Education International Conference (pp. 2092-2094). Phoenix, AZ, USA: Association for the Advancement of Computing in Education (AACE).

    • Mobile Educational Games

      James, J., Csete, J., Beaton, B. & Vogel, D. (2003). Mobile Educational Games. In D. Lassner & C. McNaught (Eds.), Proceedings of ED-MEDIA 2003--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 801-802). Honolulu, Hawaii, USA: Association for the Advancement of Computing in Education (AACE).

    • True e-learning Games are not a Trivial Pursuit

      Crosbie, W. & Sawyer, B. (2003). True e-learning Games are not a Trivial Pursuit. In A. Rossett (Ed.), Proceedings of E-Learn 2003--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 1294-1297). Phoenix, Arizona, USA: Association for the Advancement of Computing in Education (AACE).

    • Strategic Decision-Making Using An Internet-Based Collaborative Simulation And War Gaming Exercise For Learning About Information Operations

      Farmer, S. (2003). Strategic Decision-Making Using An Internet-Based Collaborative Simulation And War Gaming Exercise For Learning About Information Operations. In D. Lassner & C. McNaught (Eds.), Proceedings of ED-MEDIA 2003--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 753-755). Honolulu, Hawaii, USA: Association for the Advancement of Computing in Education (AACE).

    • Jeopardy category: Motivational Strategies for $500; Answer: What is Gaming’s Role in Assessment?

      Schultz, T. & Bevan, C. (2005). Jeopardy category: Motivational Strategies for $500; Answer: What is Gaming’s Role in Assessment?. In C. Crawford, R. Carlsen, I. Gibson, K. McFerrin, J. Price, R. Weber & D. Willis (Eds.), Proceedings of SITE 2005--Society for Information Technology & Teacher Education International Conference (pp. 185-190). Phoenix, AZ, USA: Association for the Advancement of Computing in Education (AACE).

    • "I Get Competent Pretty Quickly": How Adolescents Play Their Way to Cognitive Self-efficacy

      Moline, T. (2008). "I Get Competent Pretty Quickly": How Adolescents Play Their Way to Cognitive Self-efficacy. In K. McFerrin, R. Weber, R. Carlsen & D. Willis (Eds.), Proceedings of SITE 2008--Society for Information Technology & Teacher Education International Conference (pp. 1217-1219). Las Vegas, Nevada, USA: Association for the Advancement of Computing in Education (AACE).

    • Operation SPLASH: An Educational Video Game Based on Motivational and Cognitivist Learning Theories to Develop Interests in Science

      Yuen, T., Toprac, P., Steele, H. & Reimer, T. (2004). Operation SPLASH: An Educational Video Game Based on Motivational and Cognitivist Learning Theories to Develop Interests in Science. In L. Cantoni & C. McLoughlin (Eds.), Proceedings of ED-MEDIA 2004--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 1706-1712). Lugano, Switzerland: Association for the Advancement of Computing in Education (AACE).

    • Games and Learning ... Does this Compute?

      Howard, C., Morgan, M. & Ellis, K. (2006). Games and Learning ... Does this Compute?. In E. Pearson & P. Bohman (Eds.), Proceedings of ED-MEDIA 2006--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 1217-1224). Orlando, FL USA: Association for the Advancement of Computing in Education (AACE).

    • SIG-GLUE Strengthens Competencies and Supports Practitioners in Application of Games for Learning

      Pivec, M. & Sfiri, A. (2005). SIG-GLUE Strengthens Competencies and Supports Practitioners in Application of Games for Learning. In P. Kommers & G. Richards (Eds.), Proceedings of ED-MEDIA 2005--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 2512-2516). Montreal, Canada: Association for the Advancement of Computing in Education (AACE).

    • Using Massively-Multiplayer Online Role-Playing Games to Enhance Collaborative Learning and Teaching in the Australian High School Classroom

      Lee, M.J.W., Eustace, K., Fellows, G., Bytheway, A. & Irving, L. (2005). Using Massively-Multiplayer Online Role-Playing Games to Enhance Collaborative Learning and Teaching in the Australian High School Classroom. In P. Kommers & G. Richards (Eds.), Proceedings of ED-MEDIA 2005--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 2039-2046). Montreal, Canada: Association for the Advancement of Computing in Education (AACE).

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