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International Journal of Game-Based Learning, Volume 7
Volume 7, Number 1, 2017
- Mary K. Stewart, Danielle Hagood, Cynthia Carter Ching:
Virtual Games and Real-World Communities: Environments that Constrain and Enable Physical Activity in Games for Health. 1-19 - Mehmet Fatih Urun, Hasan Aksoy, Rasim Comez:
Supporting Foreign Language Vocabulary Learning Through Kinect-Based Gaming. 20-35 - Bruce M. McLaren, Deanne M. Adams, Richard E. Mayer, Jodi Forlizzi:
A Computer-Based Game that Promotes Mathematics Learning More than a Conventional Approach. 36-56 - Taehyeong Lim, Sungwoong Lee, Fengfeng Ke:
Integrating Music into Math in a Virtual Reality Game: Learning Fractions. 57-73
Volume 7, Number 2, 2017
- Sophie Callies, Mathieu Gravel, Eric Beaudry, Josianne Basque:
Logs Analysis of Adapted Pedagogical Scenarios Generated by a Simulation Serious Game Architecture. 1-19 - Andrea Gauthier, Jodie Jenkinson:
Serious Game Leverages Productive Negativity to Facilitate Conceptual Change in Undergraduate Molecular Biology: A Mixed-Methods Randomized Controlled Trial. 20-34 - David C. Moffat, William Crombie, Olga A. Shabalina:
Some Video Games Can Increase the Player's Creativity. 35-46 - Ling-yi Huang, Yu-Chu Yeh:
Meaningful Gamification for Journalism Students to Enhance Their Critical Thinking Skills. 47-62
Volume 7, Number 3, 2017
- Jo A. Tyler:
What Really Happens When Adults Play?: A Call for Examining the Intersection of Psychosocial Spaces, Group Energy, and Purposeful Play. 1-10 - Conceição Costa, Carla Sousa, José Q. Rogado, Sara Henriques:
Playing Digital Security: Youth Voices on their Digital Rights. 11-25 - Gemma Lace-Costigan:
Perceptions of Play: Using Play-Doh to Enhance the Student Experience in Bioscience Higher Education. 26-37 - David Jackson:
Can Games Help Creative Writing Students to Collaborate on Story-Writing Tasks? 38-50 - Sylvester Arnab, Luca Morini, Kate Green, Alex Masters, Tyrone Bellamy-Wood:
We are the Game Changers: An Open Gaming Literacy Programme. 51-62 - Simon Grey, David Grey, Neil A. Gordon, Jon Purdy:
Using Formal Game Design Methods to Embed Learning Outcomes into Game Mechanics and Avoid Emergent Behaviour. 63-73 - Bernd Remmele:
Playing Against the Game. 74-82 - Tobias Seidl:
Case Study 1: Playful Team Reflection Using LEGO® Serious Play®. 83-86 - Dan Barnard:
Case Study 2: Using Games Based on Giant Dice and Time Restrictions to Enable Creativity When Teaching Artistic or Creative Subjects. 87-92 - Charlene Jennett, Sofia Papadopoulou, Jesse C. Himmelstein, Alexandre Vaugoux, Vincent Roger, Anna L. Cox:
Case Study 3: Students' Experiences of Interdisciplinary Learning while Building Scientific Video Games. 93-97 - Osman Javaid:
Case Study 4: Using Game-Based Learning for Induction. 98-100
Volume 7, Number 4, 2017
- Scott N. Wilson, Caroline E. Engler, Jessica E. Black, David Yager-Elorriaga, William Thompson, Andrae McConnell, Javier Elizondo, Ryan Ralston, Robert A. Terry:
Game-Based Learning and Information Literacy: A Randomized Controlled Trial to Determine the Efficacy of Two Information Literacy Learning Experiences. 1-21 - Katie Seaborn, Deborah I. Fels, Robert Bajko, Jaigris Hodson:
Gamifying the Media Classroom: Instructor Perspectives and the Multidimensional Impact of Gamification on Student Engagement. 22-49 - Kerry Chappell, Christopher S. Walsh, Heather Wren, Karen Kenny, Alexander Schmölz, Elias Stouraitis:
Wise Humanising Creativity: Changing How We Create in a Virtual Learning Environment. 50-72 - Yun-Jo An, Li Cao:
Examining the Characteristics of Digital Learning Games Designed by In-service Teachers. 73-85 - Norah E. Dunbar, Matthew L. Jensen, Claude H. Miller, Elena Bessarabova, Yu-Hao Lee, Scott N. Wilson, Javier Elizondo, Bradley J. Adame, Joseph S. Valacich, Sara K. Straub, Judee K. Burgoon, Brianna Lane, Cameron W. Piercy, David W. Wilson, Shawn King, Cindy Vincent, Ryan M. Schuetzler:
Mitigation of Cognitive Bias with a Serious Game: Two Experiments Testing Feedback Timing and Source. 86-100
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