Changing minds: computers, learning, and literacy
Changing minds: computers, learning, and literacy
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
From e-learning to games-based e-learning: using interactive technologies in teaching an IS course
International Journal of Information Technology and Management
A Mobile Phone Based Virtual Pet to Teach Social Norms and Behaviour to Children
DIGITEL '08 Proceedings of the 2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning
Using resource management games for mobile phones to teach social behaviour
Proceedings of the 2008 conference on Techniques and Applications for Mobile Commerce: Proceedings of TAMoCo 2008
Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces: Techniques and Effective Practices
A survey of students' computer game playing habits
Advanced Technology for Learning
Using alternate reality games to support language learning
WBE '08 Proceedings of the Seventh IASTED International Conference on Web-based Education
Proceedings of the 2009 conference on Techniques and Applications for Mobile Commerce: Proceedings of TAMoCo 2009
Proceedings of the 2009 conference on Techniques and Applications for Mobile Commerce: Proceedings of TAMoCo 2009
Proceedings of the Workshop on Open Source and Design of Communication
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This paper gives an overview of games-based learning and theories from the field of psychology. Two types of games are suggested as the basis for serious games to teach positive behaviour and social norms: a resource management game and a virtual pet. The games are outlined and evaluated by comparison with the key aspects of games-based learning in the literature. To asses the feasibility of the suggested games, their respective prototype implementations are benchmarked and tested and the results are reported.