The effectiveness of business games in strategic management course work
Simulation and Gaming - Special issue: teaching strategic management
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
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
A framework for the design and integration of collaborative classroom games
Computers & Education
Lost in the Middle Kingdom: a second language acquisition video game
Proceedings of the 49th Annual Southeast Regional Conference
Stochastic frontier estimation of efficient learning in video games
Computers & Education
Learning leadership skills in a simulated business environment
Computers & Education
Gamifying learning experiences: Practical implications and outcomes
Computers & Education
Participatory evaluation of an educational game for social skills acquisition
Computers & Education
An annales school-based serious game creation framework for taiwanese indigenous cultural heritage
Journal on Computing and Cultural Heritage (JOCCH) - Special issue on serious games for cultural heritage
Teachers' implementation of a game-based biotechnology curriculum
Computers & Education
Proceedings of the 45th ACM technical symposium on Computer science education
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This study examines the case of a sophomore high school history class where Making History, a video game designed with educational purposes in mind, is used in the classroom to teach about World War II. Data was gathered using observation, focus group and individual interviews, and document analysis. The high school was a rural school located in a small town in the Midwestern United States. The teacher had been teaching with the game for several years and spent one school week teaching World War II, with students playing the game in class for three days of that week. The purpose of this study was to understand teacher and student experiences with and perspectives on the in-class use of an educational video game. Results showed that the use of the video game resulted in a shift from a traditional teacher-centered learning environment to a student-centered environment where the students were much more active and engaged. Also, the teacher had evolved implementation strategies based on his past experiences using the game to maximize the focus on learning.