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International Journal of Game-Based Learning, Volume 3
Volume 3, Number 1, 2013
- Anissa All, Jan Van Looy, Elena Patricia Núñez Castellar:
An Evaluation of the Added Value of Co-Design in the Development of an Educational Game for Road Safety. 1-17 - John A. Denholm, Aristidis Protopsaltis, Sara de Freitas:
The Value of Team-Based Mixed-Reality (TBMR) Games in Higher Education. 18-33 - Kimmo Oksanen, Raija Hämäläinen:
Perceived Sociability and Social Presence in a Collaborative Serious Game. 34-50 - Leonardo Brandão Marques, Deisy das Graças de Souza:
Behavioral Evaluation of Preference for Game-Based Teaching Procedures. 51-62 - Florian Mehm, Stefan Göbel, Ralf Steinmetz:
An Authoring Tool for Educational Adventure Games: Concept, Game Models and Authoring Processes. 63-79 - Margarida Romero, Mireia Usart:
The Impact of Students' Temporal Perspectives on Time-On-Task and Learning Performance in Game Based Learning. 80-92 - Amanda Wilson, Thomas Hainey, Thomas M. Connolly:
Using Scratch with Primary School Children: An Evaluation of Games Constructed to Gauge Understanding of Programming Concepts. 93-109
Volume 3, Number 2, 2013
- Penny de Byl:
Factors at Play in Tertiary Curriculum Gamification. 1-21 - Frederik De Grove, Jan Van Looy, Peter Mechant:
Learning to Play, Playing to Learn: Comparing the Experiences of Adult Foreign Language Learners with Off-the-Shelf and Specialized Games for Learning German. 22-35 - André R. Denham:
Strategy Instruction and Maintenance of Basic Multiplication Facts through Digital Game Play. 36-54 - Rudy McDaniel, Robert F. Kenny:
Evaluating the Relationship between Cognitive Style and Pre-Service Teachers' Preconceived Notions about Adopting Console Video Games for Use in Future Classrooms. 55-76 - Wee Hoe Tan:
Game Coaching System Design and Development: A Retrospective Case Study of FPS Trainer. 77-90 - Levent Uzun, M. Tugba Yildiz Ekin, Erdogan Kartal:
The Opinions and Attitudes of the Foreign Language Learners and Teachers Related to the Traditional and Digital Games: Age and Gender Differences. 91-111 - Dana Ruggiero, Belen Garcia de Hurtado, William R. Watson:
Juvenile Offenders: Developing Motivation, Engagement, and Meaning-Making through Video Game Creation. 112-129
Volume 3, Number 3, 2013
- Damian Brown:
Overcoming the Barriers to Uptake: A Study of 6 Danish Health-Based Serious Games Projects. 1-9 - Maria Saridaki, Constantinos Mourlas:
Integrating Serious Games in the Educational Experience of Students with Intellectual Disabilities: Towards a Playful and Integrative Model. 10-20 - Stephanie Charij, Andreas Oikonomou:
Using Biometric Measurement in Real-Time as a Sympathetic System in Computer Games. 21-42 - D. Charnock, Penny J. Standen:
Second-Hand Masculinity: Do Boys with Intellectual Disabilities Use Computer Games as Part of Gender Practice? 43-53 - Lavinia McLean, Mark D. Griffiths:
Female Gamers: A Thematic Analysis of Their Gaming Experience. 54-71
Volume 3, Number 4, 2013
- Sara de Freitas:
Towards a New Learning: Play and Game-Based Approaches to Education. 1-6 - Norah E. Dunbar, Scott N. Wilson, Bradley J. Adame, Javier Elizondo, Matthew L. Jensen, Claude H. Miller, Abigail Allums Kauffman, Toby Seltsam, Elena Bessarabova, Cindy Vincent, Sara K. Straub, Ryan Ralston, Christopher L. Dulawan, Dennis Ramirez, Kurt Squire, Joseph S. Valacich, Judee K. Burgoon:
MACBETH: Development of a Training Game for the Mitigation of Cognitive Bias. 7-26 - Ali Arya, Jeff Chastine, Jon A. Preston, Allan Fowler:
An International Study on Learning and Process Choices in the Global Game Jam. 27-46 - Yu-Hao Lee:
Are Good Games Also Good Problems?: Content Analysis of Problem Types and Learning Principles in Environmental Education Games. 47-61
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