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digital game based learning

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    • Foundation for Measuring Engagement in Educational Games

      Kiili, K. & Lainema, T. (2008). Foundation for Measuring Engagement in Educational Games. Journal of Interactive Learning Research, 19(3), 469-488. Waynesville, NC: Association for the Advancement of Computing in Education (AACE).

    • Gaming literacies: A game design study in action

      Salen, K. (2007). Gaming literacies: A game design study in action. Journal of Educational Multimedia and Hypermedia, 16(3), 301-322. Waynesville, NC USA: Association for the Advancement of Computing in Education (AACE).

    • Game literacy in theory and practice

      Buckingham, D. & Burn, A. (2007). Game literacy in theory and practice. Journal of Educational Multimedia and Hypermedia, 16(3), 323-349. Waynesville, NC USA: Association for the Advancement of Computing in Education (AACE).

    • Teaching Teachers about Serious Games

      Becker, K. (2007). Teaching Teachers about Serious Games. In C. Montgomerie & J. Seale (Eds.), Proceedings of ED-MEDIA 2007--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 2389-2396). Vancouver, Canada: Association for the Advancement of Computing in Education (AACE).

    • Battle of the Titans: Mario vs. MathBlaster

      Becker, K. (2007). Battle of the Titans: Mario vs. MathBlaster. In C. Montgomerie & J. Seale (Eds.), Proceedings of ED-MEDIA 2007--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 2707-2716). Vancouver, Canada: Association for the Advancement of Computing in Education (AACE).

    • Learning and Teaching with Electronic Games

      Ferdig, R. (2009). Learning and Teaching with Electronic Games. Chesapeake, VA: Association for the Advancement of Computing in Education (AACE).

    • 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).

    • Modding the global classroom? Serious video games and teacher reflection

      Gaudelli, W. & Taylor, A. (2011). Modding the global classroom? Serious video games and teacher reflection. Contemporary Issues in Technology and Teacher Education, 11(1), 70-91. Waynesville, NC USA: Society for Information Technology & Teacher Education.

    • Digital Play, Ludology, and the Future of Educational Games

      Kimmons, R. (2010). Digital Play, Ludology, and the Future of Educational Games. In J. Sanchez & K. Zhang (Eds.), Proceedings of E-Learn 2010--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 171-179). Orlando, Florida, USA: Association for the Advancement of Computing in Education (AACE).

    • Training by Gaming: Preparing Teachers of Today for Tomorrow’s Learning Environments

      Schrader, P.G., Archambault, L.M. & Oh-Young, C. (2011). Training by Gaming: Preparing Teachers of Today for Tomorrow’s Learning Environments. Journal of Technology and Teacher Education, 19(3), 261-286. Waynesville, NC USA: Society for Information Technology & Teacher Education.

    • Computer games and learning: The relationship between design, gameplay and outcomes

      Schrader, C. & Bastiaens, T. (2012). Computer games and learning: The relationship between design, gameplay and outcomes. Journal of Interactive Learning Research, 23(3), 251-271. Waynesville, NC: Association for the Advancement of Computing in Education (AACE).

    • Preservice Teachers' Awareness of Digital Game-Supported Learning

      Hsu, T.Y. & Chiou, G.F. (2011). Preservice Teachers' Awareness of Digital Game-Supported Learning. In M. Koehler & P. Mishra (Eds.), Proceedings of SITE 2011--Society for Information Technology & Teacher Education International Conference (pp. 2135-2141). Nashville, Tennessee, USA: Association for the Advancement of Computing in Education (AACE).

    • Business Opportunities for the Educational Games Industry - Guidelines for a Strategic Shift

      Cacao, R. (2011). Business Opportunities for the Educational Games Industry - Guidelines for a Strategic Shift. In Proceedings of Global TIME -Online Conference on Technology, Innovation, Media & Education (pp. 248-253). Online,: Association for the Advancement of Computing in Education (AACE).

    • Preservice Science Teachers' Prior Gameplay Experience and their Perceptions of Digital Game-Supported Learning

      Hsu, T.Y. & Chiou, G.F. (2011). Preservice Science Teachers' Prior Gameplay Experience and their Perceptions of Digital Game-Supported Learning. In T. Bastiaens & M. Ebner (Eds.), Proceedings of ED-MEDIA 2011--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 3331-3339). Lisbon, Portugal: Association for the Advancement of Computing in Education (AACE).

    • Learning with Educational Games for the Intrepid 21st Century Learners

      Wu, M.L. & Richards, K. (2012). Learning with Educational Games for the Intrepid 21st Century Learners. In P. Resta (Ed.), Proceedings of SITE 2012--Society for Information Technology & Teacher Education International Conference (pp. 55-74). Austin, Texas, USA: Association for the Advancement of Computing in Education (AACE).

    • Exploring the Difference between Game-Based Learning Instructional Design and Traditional Instructional Design from Teachers’ Perspective

      Huang, J., Cheong, D. & Baek, Y. (2012). Exploring the Difference between Game-Based Learning Instructional Design and Traditional Instructional Design from Teachers’ Perspective. In T. Amiel & B. Wilson (Eds.), Proceedings of EdMedia 2012--World Conference on Educational Media and Technology (pp. 2717-2728). Denver, Colorado, USA: Association for the Advancement of Computing in Education (AACE).

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