Computers, mass media, and schooling: functional equivalence in uses of new media
Social Science Computer Review
Language learning through computer adventure games
Simulation and Gaming
Minds in Play: Computer Game Design as a Context for Children's Learning
Minds in Play: Computer Game Design as a Context for Children's Learning
Bringing VR to the Desktop: Are You Game?
IEEE MultiMedia
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Think science!: entertainment education in interactive theaters
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Serious Games: Games That Educate, Train, and Inform
Serious Games: Games That Educate, Train, and Inform
Automating the detection of breaks in continuous user experience with computer games
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Interview with Ken Goldstein: May 16, 2005
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Usability and education of games through combined assessment methods
Proceedings of the 1st international conference on PErvasive Technologies Related to Assistive Environments
Accounting for affective responses in video games
Proceedings of the 27th ACM international conference on Design of communication
Testing metaphorical educational FPS games
International Journal of Computer Games Technology
Effects of culture on the pre-production design of the HIV Game
ACM SIGGRAPH ASIA 2009 Educators Program
A storytelling model for educational games: Hero's interactive journey
International Journal of Technology Enhanced Learning
Bringing interactivity into Campbell's Hero's Journey
ICVS'07 Proceedings of the 4th international conference on Virtual storytelling: using virtual reality technologies for storytelling
Farmer's tale: a facebook game to promote volunteerism
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Exploratory evaluations of a computer game supporting cognitive behavioural therapy for adolescents
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Learning in virtual worlds: a new path for supporting cognitive impaired children
FAC'11 Proceedings of the 6th international conference on Foundations of augmented cognition: directing the future of adaptive systems
Serious Games: design and development of OxyBlood
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Serious games and learning effectiveness: The case of It's a Deal!
Computers & Education
A narrative metaphor to facilitate educational game authoring
Computers & Education
Towards a serious game for portuguese learning
SGDA'11 Proceedings of the Second international conference on Serious Games Development and Applications
REAP.PT serious games for learning portuguese
PROPOR'12 Proceedings of the 10th international conference on Computational Processing of the Portuguese Language
Game mastering in collaborative multiplayer serious games
Edutainment'12/GameDays'12 Proceedings of the 7th international conference on Edutainment, and Proceedings of the 3rd international conference on E-Learning and Games for Training, Education, Health and Sports
A serious game for architectural knowledge in the classroom
Edutainment'12/GameDays'12 Proceedings of the 7th international conference on Edutainment, and Proceedings of the 3rd international conference on E-Learning and Games for Training, Education, Health and Sports
SGDA'12 Proceedings of the Third international conference on Serious Games Development and Applications
Journal of Intelligent Manufacturing
Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare
Designing videogames to improve students' motivation
Computers in Human Behavior
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Given the interactive media characteristics and intrinsically motivating appeal, computer games are often praised for their potential and value in education.allHowever, comprehensive research testing these assumptions is still missing. Preliminary comparative studies on the learning effects of games versus traditional media have shown some promise. In this paper, we describe a comparative study that thoroughly investigates the effects of interactivity and media richness on science learning among college students. We also discuss important results and implications yielded from comparisons among four conditions in our experiment (game, replay, hypertext and text).