Designing the user interface (2nd ed.): strategies for effective human-computer interaction
Designing the user interface (2nd ed.): strategies for effective human-computer interaction
Give and take: children collaborating on one computer
CHI '95 Conference Companion on Human Factors in Computing Systems
The effectiveness of business games in strategic management course work
Simulation and Gaming - Special issue: teaching strategic management
Simulation and Gaming - Special 30th anniversary issue, part 2
The changing nature of business simulation/gaming research: a brief history
Simulation and Gaming
An exploration of game-derived learning in total enterprise simulations
Simulation and Gaming - Symposium: medical and healthcare simulation, part 2
The educational effectiveness of a simulation/game in sex education
Simulation and Gaming - Symposium: medical and healthcare simulation, part 2
Forty simple computer games and what they could mean to educators
Simulation and Gaming
Synthesizing experiences: lessons to be learned from internet-mediated simulation games
Simulation and Gaming - Special issue: Simulation & gaming
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Cognitive and usability engineering methods for the evaluation of clinical information systems
Journal of Biomedical Informatics
Simulation and Gaming
A Review of Scholarship on Assessing Experiential Learning Effectiveness
Simulation and Gaming
Learning in massively multiplayer online games
ICLS '04 Proceedings of the 6th international conference on Learning sciences
Digital Game-Based Learning
Enhancing social interaction in competence development networks: a conceptual framework
International Journal of Learning Technology
Challenges in the Development and Evaluation of Immersive Digital Educational Games
USAB '08 Proceedings of the 4th Symposium of the Workgroup Human-Computer Interaction and Usability Engineering of the Austrian Computer Society on HCI and Usability for Education and Work
Business Simulations and Cognitive Learning
Simulation and Gaming
Usability evaluation for history educational games
Proceedings of the 2nd International Conference on Interaction Sciences: Information Technology, Culture and Human
Games for traffic education: An experimental study of a game-based driving simulator
Simulation and Gaming
Literary and Historical 3D Digital Game-Based Learning: Design Guidelines
Simulation and Gaming
Gaming the Game: A Study of the Gamer Mode in Educational Wargaming
Simulation and Gaming
Innovation Diffusion: Assessment of Strategies Within the DIFFUSION SIMULATION GAME
Simulation and Gaming
Effects of Playing a History-Simulation Game: Romance of Three Kingdoms
International Journal of Gaming and Computer-Mediated Simulations
Hypercontextualized Learning Games: Fantasy, Motivation, and Engagement in Reality
Simulation and Gaming
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The article begins by reviewing the theoretical bases for the contention that advanced computer-based educational gaming can provide powerful learning experiences, and overviews the limited research on the use of such games. Although studies to date have generally supported their value, most of the published investigations have methodological limitations. Critical process data are typically not collected, and unreliable student and teacher self-reports are heavily relied on in evaluating the educational efficacy of many games. To address these and other limitations, the authors have developed research software that can remotely and unobtrusively record screen activity during game play in classroom settings together with synchronized audio of player discussion. A field trial of this data collection system in which 42 college students were studied as they played a coursework-related Web-based learning game is described, and the article discusses how the trial outcomes concretely demonstrate the methodological advantages the tool offers researchers.