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International Journal of Virtual and Personal Learning Environments

April 2011 Volume 2, Number 2

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Table of Contents

Number of articles: 7

  1. Motivation, Engagement and Learning through Digital Games

    Eileen Scanlon, Ioanna Iacovides, James Aczel, Josie Taylor & Will Woods, The Open University, United Kingdom

    Digital games can be powerful learning environments because they encourage active learning and participation within “affinity groups” (Gee, 2004). However, the use of games in formal educational... More

    pp. 1-16

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  2. An Evaluation of Neurogames®: A Collection of Computer Games Designed to Improve Literacy and Numeracy

    Misbah Khan, University of Hertfordshire, United Kingdom; Jonathan Reed, Neurogames, United Kingdom

    Games Based Learning needs to be linked to good learning theory to become an important educational intervention. This study examines the effectiveness of a collection of computer games called... More

    pp. 17-29

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  3. Game-Like Technology Innovation Education

    Rikke Magnussen, Aarhus University, Denmark

    This paper examines the methodological challenges and perspectives of designing game-like scenarios for the implementation of innovation processes in school science education. This paper presents a... More

    pp. 30-39

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  4. “World of Uncertainty” Game for Decision-Makers

    Jyldyz Kyzy, Queens University, Belfast, United Kingdom

    Decisions on both personal and public matters benefit significantly if uncertainties and risks are handled with more care and accuracy. It is crucial to refine and express degrees of confidence and... More

    pp. 40-45

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  5. The Siren Song of Digital Simulation: Games, Procedural Rhetoric, and the Process of Historical Education

    Jerremie Clyde & Glenn Wilkinson, University of Calgary, Canada

    This paper contrasts the importance of procedural rhetoric for the use of games in university and college level historical education with the use of history themed digital simulations. This paper... More

    pp. 46-58

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  6. Not Just Playing Around: The MoLeNET Experience of Using Games Technologies to Support Teaching and Learning

    Rebecca Petley, Jill Attewell & Carol Savill-Smith, LSN, United Kingdom

    MoLeNET is a unique collaborative initiative, currently in its third year, which encourages and enables the introduction of mobile learning in English post 14 education via supported shared-cost... More

    pp. 59-72

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  7. From the Games Industry: Ten Lessons for Game-Based Learning

    Nicola Whitton, Manchester Metropolitan University, United Kingdom; Paul Hollins, University of Bolton, United Kingdom

    This paper draws on lessons learned from the development process of the entertainment games industry and discusses how they can be applied to the field of game-based learning. This paper examines... More

    pp. 73-82

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