What video games have to teach us about learning and literacy
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Learning in massively multiplayer online games
ICLS '04 Proceedings of the 6th international conference on Learning sciences
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Game2Learn: improving the motivation of CS1 students
GDCSE '08 Proceedings of the 3rd international conference on Game development in computer science education
Experimental evaluation of an educational game for improved learning in introductory computing
Proceedings of the 40th ACM technical symposium on Computer science education
On Using Learning Curves to Evaluate ITS
Proceedings of the 2005 conference on Artificial Intelligence in Education: Supporting Learning through Intelligent and Socially Informed Technology
Affect and Usage Choices in Simulation Problem-Solving Environments
Proceedings of the 2007 conference on Artificial Intelligence in Education: Building Technology Rich Learning Contexts That Work
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
Art history concepts at play with ThIATRO
Journal on Computing and Cultural Heritage (JOCCH) - Special issue on serious games for cultural heritage
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Games have the potential to transform the educational system in the United States. However, the study of games has lacked a coherent research paradigm. In order for games to research their full positional, there is a need to have a scientific way to evaluate the effectiveness of games and interactive environments for learning. In this paper, we discuss current research into the empirical evaluation of games; we use methods from the Intelligent Tutoring System literature to evaluate an educational computer science game. We do this by mapping empirical learning curves on student game-log data. We believe the results of this type of analysis can help evaluate and improve educational video game research.