![](https://dblp.dagstuhl.de/img/logo.ua.320x120.png)
![](https://dblp.dagstuhl.de/img/dropdown.dark.16x16.png)
![](https://dblp.dagstuhl.de/img/peace.dark.16x16.png)
Остановите войну!
for scientists:
![search dblp search dblp](https://dblp.dagstuhl.de/img/search.dark.16x16.png)
![search dblp](https://dblp.dagstuhl.de/img/search.dark.16x16.png)
default search action
International Journal of Game-Based Learning, Volume 7
Volume 7, Number 1, 2017
- Mary K. Stewart, Danielle Hagood, Cynthia Carter Ching:
Virtual Games and Real-World Communities: Environments that Constrain and Enable Physical Activity in Games for Health. 1-19 - Mehmet Fatih Urun, Hasan Aksoy, Rasim Comez:
Supporting Foreign Language Vocabulary Learning Through Kinect-Based Gaming. 20-35 - Bruce M. McLaren, Deanne M. Adams, Richard E. Mayer, Jodi Forlizzi:
A Computer-Based Game that Promotes Mathematics Learning More than a Conventional Approach. 36-56 - Taehyeong Lim
, Sungwoong Lee
, Fengfeng Ke
:
Integrating Music into Math in a Virtual Reality Game: Learning Fractions. 57-73
Volume 7, Number 2, 2017
- Sophie Callies, Mathieu Gravel, Eric Beaudry, Josianne Basque:
Logs Analysis of Adapted Pedagogical Scenarios Generated by a Simulation Serious Game Architecture. 1-19 - Andrea Gauthier
, Jodie Jenkinson
:
Serious Game Leverages Productive Negativity to Facilitate Conceptual Change in Undergraduate Molecular Biology: A Mixed-Methods Randomized Controlled Trial. 20-34 - David C. Moffat, William Crombie, Olga A. Shabalina
:
Some Video Games Can Increase the Player's Creativity. 35-46 - Ling-yi Huang, Yu-Chu Yeh
:
Meaningful Gamification for Journalism Students to Enhance Their Critical Thinking Skills. 47-62
Volume 7, Number 3, 2017
- Jo A. Tyler:
What Really Happens When Adults Play?: A Call for Examining the Intersection of Psychosocial Spaces, Group Energy, and Purposeful Play. 1-10 - Conceição Costa
, Carla Sousa
, José Q. Rogado
, Sara Henriques
:
Playing Digital Security: Youth Voices on their Digital Rights. 11-25 - Gemma Lace-Costigan:
Perceptions of Play: Using Play-Doh to Enhance the Student Experience in Bioscience Higher Education. 26-37 - David Jackson:
Can Games Help Creative Writing Students to Collaborate on Story-Writing Tasks? 38-50 - Sylvester Arnab
, Luca Morini
, Kate Green
, Alex Masters
, Tyrone Bellamy-Wood:
We are the Game Changers: An Open Gaming Literacy Programme. 51-62 - Simon Grey, David Grey
, Neil A. Gordon
, Jon Purdy:
Using Formal Game Design Methods to Embed Learning Outcomes into Game Mechanics and Avoid Emergent Behaviour. 63-73 - Bernd Remmele:
Playing Against the Game. 74-82 - Tobias Seidl:
Case Study 1: Playful Team Reflection Using LEGO® Serious Play®. 83-86 - Dan Barnard:
Case Study 2: Using Games Based on Giant Dice and Time Restrictions to Enable Creativity When Teaching Artistic or Creative Subjects. 87-92 - Charlene Jennett, Sofia Papadopoulou, Jesse C. Himmelstein, Alexandre Vaugoux, Vincent Roger, Anna L. Cox
:
Case Study 3: Students' Experiences of Interdisciplinary Learning while Building Scientific Video Games. 93-97 - Osman Javaid:
Case Study 4: Using Game-Based Learning for Induction. 98-100
Volume 7, Number 4, 2017
- Scott N. Wilson, Caroline E. Engler, Jessica E. Black
, David Yager-Elorriaga, William Thompson, Andrae McConnell, Javier Elizondo, Ryan Ralston, Robert A. Terry:
Game-Based Learning and Information Literacy: A Randomized Controlled Trial to Determine the Efficacy of Two Information Literacy Learning Experiences. 1-21 - Katie Seaborn
, Deborah I. Fels, Robert Bajko, Jaigris Hodson:
Gamifying the Media Classroom: Instructor Perspectives and the Multidimensional Impact of Gamification on Student Engagement. 22-49 - Kerry Chappell, Christopher S. Walsh, Heather Wren, Karen Kenny, Alexander Schmölz
, Elias Stouraitis:
Wise Humanising Creativity: Changing How We Create in a Virtual Learning Environment. 50-72 - Yun-Jo An, Li Cao:
Examining the Characteristics of Digital Learning Games Designed by In-service Teachers. 73-85 - Norah E. Dunbar
, Matthew L. Jensen, Claude H. Miller
, Elena Bessarabova, Yu-Hao Lee
, Scott N. Wilson, Javier Elizondo, Bradley J. Adame
, Joseph S. Valacich, Sara K. Straub, Judee K. Burgoon, Brianna Lane, Cameron W. Piercy, David W. Wilson, Shawn King, Cindy Vincent, Ryan M. Schuetzler
:
Mitigation of Cognitive Bias with a Serious Game: Two Experiments Testing Feedback Timing and Source. 86-100
![](https://dblp.dagstuhl.de/img/cog.dark.24x24.png)
manage site settings
To protect your privacy, all features that rely on external API calls from your browser are turned off by default. You need to opt-in for them to become active. All settings here will be stored as cookies with your web browser. For more information see our F.A.Q.