Being There: Putting Brain, Body, and World Together Again
Being There: Putting Brain, Body, and World Together Again
Cultivating Communities of Practice: A Guide to Managing Knowledge
Cultivating Communities of Practice: A Guide to Managing Knowledge
Natural-Born Cyborgs: Minds, Technologies, and the Future of Human Intelligence
Natural-Born Cyborgs: Minds, Technologies, and the Future of Human Intelligence
ICLS '06 Proceedings of the 7th international conference on Learning sciences
Making the mainstream accessible: redefining the game
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Game2Learn: building CS1 learning games for retention
Proceedings of the 12th annual SIGCSE conference on Innovation and technology in computer science education
Understanding Malaysian students as gamers: experience
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Wu's castle: teaching arrays and loops in a game
Proceedings of the 13th annual conference on Innovation and technology in computer science education
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
Evaluation of a game-based lab assignment
Proceedings of the 4th International Conference on Foundations of Digital Games
Proceedings of the 4th International Conference on Foundations of Digital Games
Level up: a frame work for the design and evaluation of educational games
Proceedings of the 4th International Conference on Foundations of Digital Games
Learning teamwork skills in university programming courses
Computers & Education
QuizMASter - A Multi-Agent Game-Style Learning Activity
Edutainment '09 Proceedings of the 4th International Conference on E-Learning and Games: Learning by Playing. Game-based Education System Design and Development
MTDL '09 Proceedings of the first ACM international workshop on Multimedia technologies for distance learning
Early explorations of CAT: canine amusement and training
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Craftopolis: blending tangible, informal construction into virtual multiuser communities
Proceedings of the 9th International Conference on Interaction Design and Children
BeadLoom Game: using game elements to increase motivation and learning
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Proceedings of the Fifth International Conference on the Foundations of Digital Games
A case study of the in-class use of a video game for teaching high school history
Computers & Education
Woodment: web-based collaborative multiplayer serious game
Transactions on edutainment IV
The concept of flow in collaborative game-based learning
Computers in Human Behavior
Practical, appropriate, empirically-validated guidelines for designing educational games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Electric Agents: combining television and mobile phones for an educational game
Proceedings of the 10th International Conference on Interaction Design and Children
How digital scaffolds in games direct problem-solving behaviors
Computers & Education
Lost in the Middle Kingdom: a second language acquisition video game
Proceedings of the 49th Annual Southeast Regional Conference
IVIC'11 Proceedings of the Second international conference on Visual informatics: sustaining research and innovations - Volume Part II
Making the mainstream accessible: what's in a game?
ICCHP'06 Proceedings of the 10th international conference on Computers Helping People with Special Needs
Annie: a tutor that works in digital games
ITS'10 Proceedings of the 10th international conference on Intelligent Tutoring Systems - Volume Part II
A different approach to teaching Chinese through serious games
Proceedings of the 6th International Conference on Foundations of Digital Games
A comparison between drill-based and game-based typing software
Transactions on Edutainment III
A cognitive component analysis approach for developing game-based spatial learning tools
Computers & Education
Feedback-based gameplay metrics: measuring player experience via automatic visual analysis
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
Critical gameplay: designing games to critique convention
Proceedings of the 20th ACM international conference on Multimedia
An EUD Approach to the Design of Educational Games
International Journal of Distance Education Technologies
The Role of Gender in Mobile Game-Based Learning
International Journal of Mobile and Blended Learning
Board Game Supporting Learning Prim's Algorithm and Dijkstra's Algorithm
International Journal of Multimedia Data Engineering & Management
International Journal of Virtual and Personal Learning Environments
Gamifying learning experiences: Practical implications and outcomes
Computers & Education
The effects of the size and weight of a mobile device on an educational game
Computers & Education
Designing collaborative multiplayer serious games
Education and Information Technologies
Optimizing challenge in an educational game using large-scale design experiments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Big huggin: a bear for affection gaming
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Go go games: therapeutic video games for children with autism spectrum disorders
Proceedings of the 12th International Conference on Interaction Design and Children
Factors at Play in Tertiary Curriculum Gamification
International Journal of Game-Based Learning
International Journal of Game-Based Learning
Strategy Instruction and Maintenance of Basic Multiplication Facts through Digital Game Play
International Journal of Game-Based Learning
International Journal of Game-Based Learning
International Journal of Game-Based Learning
Using a Ludic Simulation to Make Learning of Middle School Space Science Fun
International Journal of Gaming and Computer-Mediated Simulations
Digital Play: Mathematical Simulations Transforming Curiosity into Play
International Journal of Gaming and Computer-Mediated Simulations
Proceedings of the 45th ACM technical symposium on Computer science education
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Good computer and video games like System Shock 2, Deus Ex, Pikmin, Rise of Nations, Neverwinter Nights, and Xenosaga: Episode 1 are learning machines. They get themselves learned and learned well, so that they get played long and hard by a great many people. This is how they and their designers survive and perpetuate themselves. If a game cannot be learned and even mastered at a certain level, it won't get played by enough people, and the company that makes it will go broke. Good learning in games is a capitalist-driven Darwinian process of selection of the fittest. Of course, game designers could have solved their learning problems by making games shorter and easier, by dumbing them down, so to speak. But most gamers don't want short and easy games. Thus, designers face and largely solve an intriguing educational dilemma, one also faced by schools and workplaces: how to get people, often young people, to learn and master something that is long and challenging--and enjoy it, to boot.