Community Support for Constructionist Learning
Computer Supported Cooperative Work - Special issue on interaction and collaboration in MUDs
The effectiveness of business games in strategic management course work
Simulation and Gaming - Special issue: teaching strategic management
Teaching strategic management with a business game
Simulation and Gaming - Special issue: teaching strategic management
Designing educational support in system-dynamics-based interactive learning environments
Simulation and Gaming
The Art of Computer Game Design
The Art of Computer Game Design
Designing educational computer games
Proceedings of the IFIP TC3/WG3.2 Working Conference on the Seign, Implementation and Evaluation of Interactive Multimedia in University Settings: Designing for Change in Teaching and Learning
KM QUEST: a collaborative internet-based simulation game
Simulation and Gaming - Special issue: Simulation & gaming
KM QUEST: a collaborative internet-based simulation game
Simulation and Gaming - Special issue: Simulation & gaming
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Replaying history: learning world history through playing "civilization iii"
Replaying history: learning world history through playing "civilization iii"
Digital Game-Based Learning
Effects of a computer game on mathematics achievement and class motivation: an experimental study
Effects of a computer game on mathematics achievement and class motivation: an experimental study
E-Junior: a serious virtual world for natural science and ecology learning
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Children's choices and strategies in video games
Computers in Human Behavior
The impact of a simulation game on operations management education
Computers & Education
Innovate in your program computer class: an approach based on a serious game
Proceedings of the 2011 Workshop on Open Source and Design of Communication
A novel approach of learning English with robot for elementary school students
Edutainment'11 Proceedings of the 6th international conference on E-learning and games, edutainment technologies
Stochastic frontier estimation of efficient learning in video games
Computers & Education
Towards a methodological framework for the cognitive-behavioural evaluation of educational e-games
International Journal of Learning Technology
Intelligent tutoring systems, educational data mining, and the design and evaluation of video games
ITS'10 Proceedings of the 10th international conference on Intelligent Tutoring Systems - Volume Part II
On-the-Fly adaptive planning for game-based learning
ICCBR'10 Proceedings of the 18th international conference on Case-Based Reasoning Research and Development
The use of integrative framework to support the development of competences
SGDA'11 Proceedings of the Second international conference on Serious Games Development and Applications
Exploring the learning-theory bases of GBL
Journal of Computer Assisted Learning
Dealing with threshold concepts in serious games for competence development
SGDA'12 Proceedings of the Third international conference on Serious Games Development and Applications
Architectures for Developing Multiuser, Immersive Learning Scenarios
Simulation and Gaming
Procedural Ethos: Confirming the Persuasive in Serious Games
International Journal of Gaming and Computer-Mediated Simulations
An Investigation Into Mobile Learning for High School Mathematics
International Journal of Mobile and Blended Learning
Participatory evaluation of an educational game for social skills acquisition
Computers & Education
Evaluation of learning outcomes using an educational iPhone game vs. traditional game
Computers & Education
Word Score: A serious vocabulary game for primary school underachievers
Education and Information Technologies
Acceptance of game-based learning by secondary school teachers
Computers & Education
Journal of Intelligent Manufacturing
Strategy Instruction and Maintenance of Basic Multiplication Facts through Digital Game Play
International Journal of Game-Based Learning
An empirical study of issues and barriers to mainstream video game accessibility
Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility
Using e-learning standards in educational video games
Computer Standards & Interfaces
Journal on Computing and Cultural Heritage (JOCCH)
Tablet gestures as a motivating factor for learning
Proceedings of the 2013 Chilean Conference on Human - Computer Interaction
International Journal of Online Pedagogy and Course Design
Understanding and addressing real-world accessibility issues in mainstream video games
ACM SIGACCESS Accessibility and Computing
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This study examines the pedagogical foundations of modern educational (computer video) games. Specifically, Cooper's [Cooper, H. (1985, Mar 31-April 4). A taxonomy of literature reviews. In Paper presented at the American Educational Research Association, Chicago, IL] literature review framework was used to locate and examine relevant literature and games (published between the years 2000 and 2007) and to organize and report findings. A total of 50 articles and 55 educational games met specified selection criteria. The pedagogical foundations of the games were further investigated by contacting the authors of the games. Twenty-two games were based on established learning theories or instructional strategies and two games included basic instructional events that were not associated with any particular theory or strategy. No information regarding the pedagogical foundations of the 31 games was found or received. Analysis of the games and supporting literature revealed several patterns of practice that may be used to guide future research and development of educational games.