What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Presence: Teleoperators and Virtual Environments - Special issue: Virtual heritage
An assessment of a mixed reality environment: toward an ethnomethodological approach
Simulation and Gaming - Symposium: Artifact assessment versus theory testing
IEEE Spectrum
Students' perceptions about the use of video games in the classroom
Computers & Education
The concept of flow in collaborative game-based learning
Computers in Human Behavior
A framework for the design and integration of collaborative classroom games
Computers & Education
Design guidelines for Classroom Multiplayer Presential Games (CMPG)
Computers & Education
The effect of simulation games on the learning of computational problem solving
Computers & Education
Investigating the impact of integrating self-explanation into an educational game: a pilot study
Edutainment'11 Proceedings of the 6th international conference on E-learning and games, edutainment technologies
Digital educational games in science learning: a review of empirical research
Edutainment'11 Proceedings of the 6th international conference on E-learning and games, edutainment technologies
HCI to engage design team members in IT-integrated design collaboration process
WSEAS Transactions on Information Science and Applications
Edutainment'12/GameDays'12 Proceedings of the 7th international conference on Edutainment, and Proceedings of the 3rd international conference on E-Learning and Games for Training, Education, Health and Sports
Human centered game design for bioinformatics and cyberinfrastructure learning
Proceedings of the Conference on Extreme Science and Engineering Discovery Environment: Gateway to Discovery
Impact of an augmented reality system on students' motivation for a visual art course
Computers & Education
Detecting students' perception style by using games
Computers & Education
International Journal of Online Pedagogy and Course Design
Information Sciences: an International Journal
Hi-index | 0.00 |
The popularity of video games has transcended entertainment crossing into the world of education. While the literature base on educational gaming is growing, there is still a lack of systematic study of this emerging technology's efficacy. This quasi-experimental study evaluated a teacher created video game on genetics in terms of its affective and cognitive impact on student users. While statistical results indicated no differences (p.05) in student learning as measured by our instrument, there were significant differences (p