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Games in Education

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    • Assessing Higher Order Thinking in Video Games

      Rice, J. (2007). Assessing Higher Order Thinking in Video Games. Journal of Technology and Teacher Education, 15(1), 87-100. Waynesville, NC USA: Society for Information Technology & Teacher Education.

    • Simulation and Advanced Gaming Environments (SAGE) for Learning: A Pan-Canadian Research Project

      Kaufman, D. & Sauve, L. (2004). Simulation and Advanced Gaming Environments (SAGE) for Learning: A Pan-Canadian Research Project. In L. Cantoni & C. McLoughlin (Eds.), Proceedings of ED-MEDIA 2004--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 4568-4573). Lugano, Switzerland: Association for the Advancement of Computing in Education (AACE).

    • Learning with Games and Simulations: Examples, Evidence and Supporting Technologies, Part 2

      Kaufman, D., Sauvé, L., Owston, R. & Watters, C. (2007). Learning with Games and Simulations: Examples, Evidence and Supporting Technologies, Part 2. In T. Bastiaens & S. Carliner (Eds.), Proceedings of E-Learn 2007--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 987-990). Quebec City, Canada: Association for the Advancement of Computing in Education (AACE).

    • Twenty-First Century Skills and Game-Based Learning

      Spires, H., Turner, K. & Lester, J. (2008). Twenty-First Century Skills and Game-Based Learning. In J. Luca & E. Weippl (Eds.), Proceedings of ED-MEDIA 2008--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 5438-5443). Vienna, Austria: Association for the Advancement of Computing in Education (AACE).

    • Teacher Perceptions of Commercial Video Games in Academic Settings

      Moshirnia, A. (2008). Teacher Perceptions of Commercial Video Games in Academic Settings. In K. McFerrin, R. Weber, R. Carlsen & D. Willis (Eds.), Proceedings of SITE 2008--Society for Information Technology & Teacher Education International Conference (pp. 1225-1232). Las Vegas, Nevada, USA: Association for the Advancement of Computing in Education (AACE).

    • How Content Matters: Rethinking Educational Games

      de Castell, S. & Jenson, J. (2006). How Content Matters: Rethinking Educational Games. In E. Pearson & P. Bohman (Eds.), Proceedings of ED-MEDIA 2006--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 1802-1808). Orlando, FL USA: Association for the Advancement of Computing in Education (AACE).

    • Constructing Knowledge through Games: Essential factors for an effective educational game

      Amr, K. (2007). Constructing Knowledge through Games: Essential factors for an effective educational game. In C. Montgomerie & J. Seale (Eds.), Proceedings of ED-MEDIA 2007--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 1601-1609). Vancouver, Canada: Association for the Advancement of Computing in Education (AACE).

    • Operations and Strategy Learning in Edutainment Interfaces

      Yacci, M., Anne, H. & Rozanski, E. (2004). Operations and Strategy Learning in Edutainment Interfaces. In L. Cantoni & C. McLoughlin (Eds.), Proceedings of ED-MEDIA 2004--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 4416-4421). Lugano, Switzerland: Association for the Advancement of Computing in Education (AACE).

    • The Use of Video Games in Education

      Shorthouse, T. & Wang, B. (2008). The Use of Video Games in Education. In K. McFerrin, R. Weber, R. Carlsen & D. Willis (Eds.), Proceedings of SITE 2008--Society for Information Technology & Teacher Education International Conference (pp. 1808-1812). Las Vegas, Nevada, USA: Association for the Advancement of Computing in Education (AACE).

    • Video Games in Education: Do They Have a Future?

      Gratch, J., Kely, J., Jones, G. & Maninger, R. (2008). Video Games in Education: Do They Have a Future?. In K. McFerrin, R. Weber, R. Carlsen & D. Willis (Eds.), Proceedings of SITE 2008--Society for Information Technology & Teacher Education International Conference (pp. 1669-1674). Las Vegas, Nevada, USA: Association for the Advancement of Computing in Education (AACE).

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

      Rice, J.W. (2007). New media resistance: Barriers to implementation of computer video games in the classroom. Journal of Educational Multimedia and Hypermedia, 16(3), 249-261. Waynesville, NC USA: Association for the Advancement of Computing in Education (AACE).

    • Training by Gaming: A Research Framework to Evaluate Pre-service Teachers' Training with Massively Multiplayer Online Games

      Schrader, P., Archambault, L. & Oh Young, C. (2008). Training by Gaming: A Research Framework to Evaluate Pre-service Teachers' Training with Massively Multiplayer Online Games. In K. McFerrin, R. Weber, R. Carlsen & D. Willis (Eds.), Proceedings of SITE 2008--Society for Information Technology & Teacher Education International Conference (pp. 1799-1804). Las Vegas, Nevada, USA: Association for the Advancement of Computing in Education (AACE).

    • The Impacts of Different Technology Uses on Student Outcomes

      Lei, J. (2006). The Impacts of Different Technology Uses on Student Outcomes. 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. 3909-3913). Orlando, Florida, USA: Association for the Advancement of Computing in Education (AACE).

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