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Playing Games in School

Albert D. Ritzhaupt, Chris Frey, Nate Poling, Margeaux C. Johnson
2012 International Journal of Gaming and Computer-Mediated Simulations  
Edited by Atsusi "2c" Hirumi Playing Games in School collects the best current research on using games and simulations in education.  ...  of games in school, and alternate perspectives on game-based learning.  ...  Copyright 2010, ISTE ® (International Society for Technology in Education), Playing Games at School: Video Games and Simulations for Primary and Secondary Education, Atsusi Hirumi, Ed. 1.800.336.5191 or  ... 
doi:10.4018/jgcms.2012040105 fatcat:lx5vfhpxrra7ndeua2cki6z2ta

Game play in vocational training and engineering education

Bjarne A. Foss, Ole K. Solbjørg, Tor I. Eikaas, Frank Jakobsen
2007 Modeling, Identification and Control  
Educational games may create a new and improved learning culture by drawing advantage of the new knowledge and skills of today's students obtained from extensive use of interactive game software.  ...  Training packages for vocational training of Automation Technicians is emphasised in this paper.  ...  continued education for Automation Technicians", The Norwegian University of Science and Technology (NTNU) and Cyberlab.Org AS.  ... 
doi:10.4173/mic.2007.2.1 fatcat:s6fzyir56ze47p3hmk2pud7um4

Energy Expenditure during Rest, Traditional Video Game Play, and Interactive Video Game Play in Adolescent Boys

Charles D. Kemble, Matthew T. Mahar, David A. Rowe, Nicholas P. Murray, Nelson Cooper.
2007 Medicine & Science in Sports & Exercise  
simulations and exploring strategies for maximizing profit).  ...  While she played Zoo Tycoon-the simulation game in which players build and maintain zoos-this contrast was most striking.  ... 
doi:10.1249/01.mss.0000273257.98503.27 fatcat:5tf5bam73nfp3nkqomqwq2k42y

Integrating Science Tasks and Puzzles in Computer Role Playing Games

Varvara Garneli, Konstantinos Patiniotis, Konstantinos Chorianopoulos
2019 Multimodal Technologies and Interaction  
Previous work has not examined the integration of science content based on the school curriculum in the gameplay mechanics of a computer role playing game (CRPG) and in a storyline which ends with a dramatic  ...  Computer role playing game's gameplay mechanics provide affordances for the integration of science and technology courses in a playful learning environment.  ...  Acknowledgments: We would like to thank the students and their teacher who participated in the game's evaluation process. Conflicts of Interest: The authors declare no conflict of interest.  ... 
doi:10.3390/mti3030055 fatcat:53geufrd25a3voo4ive347zgsu

Playing in the Past: A History of Games, Toys, and Puzzles in North American Libraries

Scott Nicholson
2013 Library quarterly  
JSTOR is a not-for-profit service that helps scholars, researchers, and students discover, use, and build upon a wide range of content in a trusted digital archive.  ...  We use information technology and tools to increase productivity and facilitate new forms of scholarship. For more information about JSTOR, please contact .  ...  Games and simulations are one tool that educators can use to facilitate situated learning ðGee 2007Þ.  ... 
doi:10.1086/671913 fatcat:yra25pii2fcbxmj7p4v7vj2yxq

Adding New Vocabulary While Playing Casual Games: Young People in Brunei as a Case Study

Juraidah Musa
2015 Journal of Management Research  
Playing casual games has become a popular activity for young people. One main reason is casual games can be played everywhere using smart phones or tablets.  ...  The easy accessibility has made casual game the most playable video game during leisure time.  ...  Participants Twenty students aged between 10 and 12 were recruited from four primary and secondary schools in Brunei to participate in this research study.  ... 
doi:10.5296/jmr.v7i2.6939 fatcat:7kyv7ucqi5e7fcebq35rvic2g4

Examining the Role of Personality Factors in Problematic Video Game Play Associated with Facebook Games

Steve J. Groves, Jason L. Skues, Lisa Z. Wise
2015 Social Networking  
The current study used the structural components of Facebook games to select predictors of Problematic Video Game Play (PVGP) in relation to Facebook games.  ...  The findings from this study had important implications regarding the structure of video games and demographic differences between Facebook Gamers and other types of gamers.  ...  Problematic Video Game Play Test [33] PVGP was measured in this study using the Problematic Video Game Play Test (PVGT) [33] .  ... 
doi:10.4236/sn.2015.43010 fatcat:vxm5tw3jazf7xcyopyjw6lrzem

Press Play for Learning: A Framework to Guide Serious Computer Game Use in the Classroom

Erica Southgate, Janene Budd, Shamus Smith
2017 Australian Journal of Teacher Education  
An emergent body of evidence demonstrates how serious games can be used in primary and secondary school classrooms.  ...  Computer gaming is a global phenomenon and there has been rapid growth in 'serious' games for learning.  ...  Indeed, in a study of game-based learning in 38 primary and secondary schools across Victoria, participants reported observing many positive changes in both student and teacher behaviours as a result of  ... 
doi:10.14221/ajte.2017v42n7.1 fatcat:kgrt53g545fabboiwoklezply4

Mobile Games for Negotiated-Play and Decision-Making in Health Literacy

Lucy Avraamidou, Sotiris Themistokleous, Charalambos Vrasidas
2020 Eurasia Journal of Mathematics, Science and Technology Education  
In this study we explored how secondary school students negotiate meaning, make decisions, and interpret the consequences in a non-formal education context, through an interpretive symbolic-interactive  ...  These are discussed alongside recommendations for game design for supporting negotiated play and decision-making.  ...  implementation aiming to promote health literacy in the context of an after-school secondary education program. • The technical affordances of the game such as sound, usability, rating system, and visuals  ... 
doi:10.29333/ejmste/8352 fatcat:jskblaj4ufa5dgauaau6szqmqq

Learning in the Virtual World: the Pedagogical Potentials of Massively Multiplayer Online Role Playing Games

Tao Wang YU
2009 International Education Studies  
Furthermore, massively multiplayer online games (MMOGs) or massively multiplayer online role playing games (MMORPGs) allow individuals, through their avatars, to learn in the service of games goals and  ...  Virtual world may soon become the primary venue for all online activities (Castronova, 2001) including learning.  ...  But many literatures have already provided evidence that video and computer game playing, done appropriate, is actually very beneficial to today's "Digital Native" kids, who use them to prepare for life  ... 
doi:10.5539/ies.v2n1p32 fatcat:6x7o3betmbcw7hrqy5bh53c3fy

Learning Cultural Heritage History in Muzium Negara through Role-Playing Game

Nor Aiza Moketar, Nurul Hidayah Mat Zain, Siti Nuramalina Johari, Khyrina Airin Fariza Abu Samah, Lala Septem Riza, Massila Kamalrudin
2021 International Journal of Advanced Computer Science and Applications  
The hindrances motivated the researchers to design and develop a role-playing game (RPG) in Muzium Negara (National Museum of Malaysia) known as 'Waktu Silam' to enhance students' interest, motivation,  ...  Therefore, museum-based learning was proposed to supplement classroom-based learning for effective teaching and learning of the History subject.  ...  ACKNOWLEDGMENT The authors would like to acknowledge the Indonesian Ministry of Research and Technology and Universitas Pendidikan Indonesia for funding this work.  ... 
doi:10.14569/ijacsa.2021.0121253 fatcat:or36vsmmufbdbc44ihprr246c4

Reconfiguring Interactivity, Agency and Pleasure in the Education and Computer Games Debate — Using Žižek's Concept of Interpassivity to Analyse Educational Play

Caroline Pelletier
2005 E-Learning and Digital Media  
She manages a research and development project entitled 'Making Games: developing games authoring software for educational and creative use'.  ...  Caroline co-teaches 'Gaming, Gaming Cultures and Education' on the MA in Media, Culture and Communication.  ...  In a shooter game like Deus Ex, the player completes the pre-determined primary and secondary objectives.  ... 
doi:10.2304/elea.2005.2.4.317 fatcat:7pg3go6bcjdfjmemwg2x63m2pi

Mathematics Integration on the Development of a 3d Action Role-Playing Game: The Light of End

2022 International Journal of Advanced Trends in Computer Science and Engineering  
This is good for those students or players that would like to play the game but lack of data or no access to internet.  ...  The game entitled "Mathematics Integration on the Development of a 3d Action Role-Playing Game: The Light of End" used a 3d graphic presentation of characters, equipment, quest and monsters that were rendered  ...  What's new is that the simulation is packaged as a game and is played over a long period of time, often the whole school year [3] .  ... 
doi:10.30534/ijatcse/2022/031122022 fatcat:dnu5nht6jnft3ayjmbnypctium

Between learning and playing? Exploring learners' perceptions of corrective feedback in an immersive game for English pragmatics

Frederik Cornillie, Geraldine Clarebout, Piet Desmet
2012 ReCALL  
Explicit and elaborate CF has the potential to increase learners' understanding of language, but might not be found useful in a game-based learning environment where the primary focus for the learner is  ...  These findings indicate that the type of CF should be considered in the design of effective and enjoyable educational games.  ...  Wilfried Cools, who gladly offered his expertise in statistics, and prepared the game logs for subsequent analysis.  ... 
doi:10.1017/s0958344012000146 fatcat:xxsai4phynf6ni3if4llbcyr34

The influence of competitive and cooperative video games on behavior during play and friendship quality in adolescence

Geert P. Verheijen, Sabine E.M.J. Stoltz, Yvonne H.M. van den Berg, Antonius H.N. Cillessen
2019 Computers in Human Behavior  
The authors are grateful to the respondents, teachers, and school administrators who made this research possible. Special thanks to all students for their help in conducting the study.  ...  This research did not receive any specific grant from funding agencies in the public, commercial, or not-for-profit sectors.  ...  Method Participants and procedure Two schools for pre-vocational secondary education in the Netherlands were recruited via information letters and follow-up phone calls.  ... 
doi:10.1016/j.chb.2018.10.023 fatcat:homyxpu5h5cwzlr6qegkqkofxq
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