Improvement of practical reasoning skills with a computer game
Journal of Computer Based Instruction
An attention reduction training model: educational and technological applications
Journal of Artificial Intelligence in Education
Computer Games as a Teaching Strategy
ICALT '05 Proceedings of the Fifth IEEE International Conference on Advanced Learning Technologies
Classroom goal structures for educational math game application
ICLS '06 Proceedings of the 7th international conference on Learning sciences
Effects of handheld games on students learning in mathematics
ICLS '06 Proceedings of the 7th international conference on Learning sciences
Unpacking the potential of educational gaming: A new tool for gaming research
Simulation and Gaming
Emergency response: Elearning for paramedics and firefighters
Simulation and Gaming
What Made Student Teachers Sustain Their Interests in an Educational Game?
Proceedings of the 2005 conference on Towards Sustainable and Scalable Educational Innovations Informed by the Learning Sciences: Sharing Good Practices of Research, Experimentation and Innovation
Computer game development as a literacy activity
Computers & Education
Constraint-directed business simulation for supporting game-based problem-based learning
MTDL '09 Proceedings of the first ACM international workshop on Multimedia technologies for distance learning
Game-based learning and the role of feedback: a case study
Advanced Technology for Learning
Using Gaming Literacies to Cultivate New Literacies
Simulation and Gaming
Serious games and learning effectiveness: The case of It's a Deal!
Computers & Education
Computer-game-based tutoring of mathematics
Computers & Education
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The purpose of this study was to evaluate computer games or components of the games that would lend themselves for use in an educational setting. Participants included 20 men and 20 women who volunteered to participate. All participants played four randomly assigned computer-based shareware or freeware games from among eight categories. Participants offered numerous suggestions for instructional applications of the noneducational games. Results suggested diverse patterns of preference and use between genders. Participants indicated many key features regarded as essential for an effective gaming environment as well as those that distracted them from play. Trial and error was observed to be the dominant strategy used across all game categories. In addition, participants suggested numerous educational applications for common categories of computer games.