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Adventures in Evaluation. Reviewing a CD-ROM Based Adventure Game Designed for Young People Recovering from Psychosis
Shrimpton, B. & Hurworth, R. (2005). Adventures in Evaluation. Reviewing a CD-ROM Based Adventure Game Designed for Young People Recovering from Psychosis. Journal of Educational Multimedia and Hypermedia, 14(3), 273-290. Norfolk, VA: Association for the Advancement of Computing in Education (AACE).
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TRIANGLE: A Multi-Media test-bed for examining incidental learning, motivation and the Tamagotchi-Effect within a Game-Show like Computer Based Learning Module
Holzinger, A., Pichler, A., Almer, W. & Maurer, H. (2001). TRIANGLE: A Multi-Media test-bed for examining incidental learning, motivation and the Tamagotchi-Effect within a Game-Show like Computer Based Learning Module. In C. Montgomerie & J. Viteli (Eds.), Proceedings of ED-MEDIA 2001--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 766-771). Norfolk, VA USA: Association for the Advancement of Computing in Education (AACE).
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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).
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Adventures In Evaluation. Reviewing a CD-ROM Based Adventure Game Designed for Young People Recovering From Psychosis.
Shrimpton, B. (2004). Adventures In Evaluation. Reviewing a CD-ROM Based Adventure Game Designed for Young People Recovering From Psychosis. In L. Cantoni & C. McLoughlin (Eds.), Proceedings of ED-MEDIA 2004--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 5094-5101). Lugano, Switzerland: Association for the Advancement of Computing in Education (AACE).
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The Squares Family: A Game and Story based Microworld for Understanding Arithmetic Concepts designed to attract girls.
Pareto, L. (2004). The Squares Family: A Game and Story based Microworld for Understanding Arithmetic Concepts designed to attract girls. In L. Cantoni & C. McLoughlin (Eds.), Proceedings of ED-MEDIA 2004--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 1567-1574). Lugano, Switzerland: Association for the Advancement of Computing in Education (AACE).
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THE EFFECT OF ADVISEMENT & MODE OF INSTRUCTION ON TRANSFER, ADVISOR USE, AND ATTITUDE TOWARD MATHEMATICS USING A COMPUTER-BASED SIMULATION GAME
Eck, R.V. (2000). THE EFFECT OF ADVISEMENT & MODE OF INSTRUCTION ON TRANSFER, ADVISOR USE, AND ATTITUDE TOWARD MATHEMATICS USING A COMPUTER-BASED SIMULATION GAME. In Proceedings of International Conference on Mathematics / Science Education and Technology 2000 (pp. 393-397). Association for the Advancement of Computing in Education (AACE).
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Game-Based Learning of Physics Content: The Effectiveness of a Physics Game for Learning Basic Physics Concepts
Foster, A., Koehler, M. & Mishra, P. (2006). Game-Based Learning of Physics Content: The Effectiveness of a Physics Game for Learning Basic Physics Concepts. In E. Pearson & P. Bohman (Eds.), Proceedings of ED-MEDIA 2006--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 2119-2125). Orlando, FL USA: Association for the Advancement of Computing in Education (AACE).
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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).
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The Effect of Perfectionism and Game Narrative's Interaction Type on a Social Problem Solving Ability in Game-Based Learning
Kang, S.J. & Cheong, D.U. (2008). The Effect of Perfectionism and Game Narrative's Interaction Type on a Social Problem Solving Ability in Game-Based Learning. In K. McFerrin, R. Weber, R. Carlsen & D. Willis (Eds.), Proceedings of SITE 2008--Society for Information Technology & Teacher Education International Conference (pp. 1707-1711). Las Vegas, Nevada, USA: Association for the Advancement of Computing in Education (AACE).
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JUMP Into Reading for Meaning: A Pilot Study of a Game-Based Vocabulary Instructional Program Delivered on the Nintendo DS
Keir, S., Wilson, M. & Elizondo, J. (2009). JUMP Into Reading for Meaning: A Pilot Study of a Game-Based Vocabulary Instructional Program Delivered on the Nintendo DS. In I. Gibson, R. Weber, K. McFerrin, R. Carlsen & D. Willis (Eds.), Proceedings of SITE 2009--Society for Information Technology & Teacher Education International Conference (pp. 3659-3662). Charleston, SC, USA: Association for the Advancement of Computing in Education (AACE).
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State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning
Tang, S. & Hanneghan, M. (2011). State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning. Journal of Interactive Learning Research, 22(4), 551-605. Waynesville, NC: Association for the Advancement of Computing in Education (AACE).
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Effectiveness of a Web-based Quiz-Game-like Formative Assessment on Students learning in a Biology Curriculum Evaluation
Fan, Y.C., Wang, K.H. & Wang, T.H. (2010). Effectiveness of a Web-based Quiz-Game-like Formative Assessment on Students learning in a Biology Curriculum Evaluation. In J. Sanchez & K. Zhang (Eds.), Proceedings of E-Learn 2010--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 968-972). Orlando, Florida, USA: Association for the Advancement of Computing in Education (AACE).
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Effective Alcohol, Tobacco and Other Drug Intervention and Prevention using online Game-based, e-learning: an evidence-informed program that works
Schweizer, H., Hayslett, C., Bansal, N., Ronco, S. & Schafer, R. (2014). Effective Alcohol, Tobacco and Other Drug Intervention and Prevention using online Game-based, e-learning: an evidence-informed program that works. International Journal on E-Learning, 13(3), 335-374. Waynesville, NC USA: Association for the Advancement of Computing in Education (AACE).
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Can Social Network Games Influence Continuous Learning Motivation - A study based on an analysis of large scale e-learning service for junior high school students
Furuno, R., Maekawa, Y., Yachi, M., Furukawa, T., Tanisugi, S., Ono, Y. & Akahori, K. (2012). Can Social Network Games Influence Continuous Learning Motivation - A study based on an analysis of large scale e-learning service for junior high school students. In T. Amiel & B. Wilson (Eds.), Proceedings of EdMedia 2012--World Conference on Educational Media and Technology (pp. 1669-1674). Denver, Colorado, USA: Association for the Advancement of Computing in Education (AACE).
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Massively Multiplayer Online Role-Playing Games as Digital Game-Based English Learning Platforms: A Study of the Effects of Digital Game Play on ESL Students’ English Use
Wu, M.L. & Richards, K. (2012). Massively Multiplayer Online Role-Playing Games as Digital Game-Based English Learning Platforms: A Study of the Effects of Digital Game Play on ESL Students’ English Use. In T. Bastiaens & G. Marks (Eds.), Proceedings of E-Learn 2012--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 1 (pp. 1370-1373). Montréal, Quebec, Canada: Association for the Advancement of Computing in Education (AACE).
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Games and Multimedia in Foreign Language Learning -Using Back-story in Multimedia and Avatar-based Games to Engage Foreign Language Learners: A Pilot Study
Foti, L. & Hannafin, R. (2008). Games and Multimedia in Foreign Language Learning -Using Back-story in Multimedia and Avatar-based Games to Engage Foreign Language Learners: A Pilot Study. International Journal of Emerging Technologies in Learning (iJET), 3(3), 40-44. Kassel, Germany: International Journal of Emerging Technology in Learning.
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Problem Solving and Game-Based Learning: Effects of Middle Grade Students' Hypothesis Testing Strategies on Learning Outcomes
Spires, H.A., Rowe, J.P., Mott, B.W. & Lester, J.C. (2011). Problem Solving and Game-Based Learning: Effects of Middle Grade Students' Hypothesis Testing Strategies on Learning Outcomes. Journal of Educational Computing Research, 44(4), 453-472.
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The Effects of Applying Game-Based Learning to Webcam Motion Sensor Games for Autistic Students' Sensory Integration Training
Li, K.H., Lou, S.J., Tsai, H.Y. & Shih, R.C. (2012). The Effects of Applying Game-Based Learning to Webcam Motion Sensor Games for Autistic Students' Sensory Integration Training. Turkish Online Journal of Educational Technology, 11(4), 451-459.
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A New Honesty for a New Game: Distinguishing Cheating from Learning in a Web-Based Testing Environment
Turner, C.C. (2005). A New Honesty for a New Game: Distinguishing Cheating from Learning in a Web-Based Testing Environment. Journal of Political Science Education, 1(2), 163-174.
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Distinguishing and Improving Mouse Behavior with Educational Computer Games in Young Children with Autistic Spectrum Disorder or Attention Deficit/Hyperactivity Disorder: An Executive Function-Based Interpretation
Veenstra, B., van Geert, P.L.C. & van der Meulen, B.F. (2012). Distinguishing and Improving Mouse Behavior with Educational Computer Games in Young Children with Autistic Spectrum Disorder or Attention Deficit/Hyperactivity Disorder: An Executive Function-Based Interpretation. Mind, Brain, and Education, 6(1), 27-40.