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The Impact of Role Playing Perspectives in Educational Games

by Christina Freeman

This is to quantify the validity of role playing perspectives when trying to incorporate game based content for... more

Using Cultural-Historical Activity Theory to design and evaluate an educational game in science education

by Demetris Lazarou

Journal of Computer Assisted Learning
Volume 27, Issue 5, pages 424–439, October 2011
Article first published online: 5 APR 2011
DOI: 10.1111/j.1365-2729.2011.00410.x
© 2011 Blackwell Publishing Ltd

The aim of this paper is to describe a methodology for using Cultural-Historical Activity Theory (CHAT) at the initial... more

ConnectWorks

by César Duarte

Co-authored with Pedro Almeida and Ricardo Canastro. Published as DEMO in VideoJogos 2011 - 4ª Conferência anual em Ciência e Arte dos Videojogos.

A prototype of a 2.5D (Isometric view) game, developed
in C# and using the XNA game framework.
ConnectWorks... more

PlayLearn: Supporting Motivation through Gaming in E-Learning

by Ioana Ghergulescu

I. Ghergulescu, C. H. Muntean, (2009), PlayLearn: Supporting Motivation through Gaming in E-Learning. In 9th Information Technology and Telecommunication Conference. IT&T 2009. Dublin. Ireland, pp. 185-190

The Future of Financial Aid Literacy: A Literature Review

by Vanessa Monterosa

Presented at the 2011 FIRST Summer Institute Symposium @ USC

The purpose of this paper is threefold: to emphasize the importance of financial aid literacy, discuss how low-income... more

The Impact of Console Games in the Classroom: Evidence From Schools in Scotland

by Jennifer S. Groff

Published with Cathrin Howells and Sue Cranmer (2010). Futurelab: Bristol, UK.

Research commissioned by Learning and Teaching
Scotland (LTS) in partnership with Futurelab, the focus was to... more

Using the Technology of Today, in the
Classroom Today: The Instructional Power of Digital Games, Simulations and Social Networking, and How Teachers Can Leverage It

by Jennifer S. Groff

Co-authored with Eric Klopfer, Scot Osterweil & Jason Haas (2008). An Education Arcade white paper.

Specifically targeted to classroom teachers, this paper, researched by Jennifer Groff with assistance from Jason Haas,... more

Literacy into action: digital games as action and text in the English and literacy classroom

by Thomas Apperley

With Catherine Beavis

Using data gathered from a three-year research project exploring digital literacy and... more

The role of simulation case studies in enterprise education

by Richard Tunstall

Published in "Education + Training", 2010, with Lynch, M

This paper aims explore the role of electronic simulation case studies in enterprise education, their effectiveness... more

Digital Game-Based Learning Once Removed: Teaching Teachers

by Katrin Becker

In the spring of 2005, the author designed and taught a graduate level course on digital game based learning,... more

Researching kids and computer games: Games, game play, and literacy in the 21st Century.

by Thomas Apperley

Full Citation

Apperley, T., Beavis, C., Bradford, C., Omara, J. & Walsh, C. (2008). Researching kids and computer games: Games, game play, and literacy in the 21st Century. Proceedings of the [player] conference (pp. 4-29), 26-28 Aug 2008, IT University of Copenhagen.

Literacy in the digital age: Learning from computer games

by Thomas Apperley

Full citation:

Beavis, C., Apperley, T., Bradford, C., O’Mara, J. and Walsh, C. (2009). Literacy in the digital age: Learning from computer games. English in Education 43(2), 162-175.

Outcome of the ARC Linkage project I was a Research Fellow on 2007-2009.

The need for literacy and the English curriculum to attend to digital literacies in the twenty-first century is well... more

What Game Studies Can Teach Us About Videogames In the English and Literacy Classroom

by Thomas Apperley

Full Citation:
Apperley, T. (2010). What game studies can teach us about computer games in the English and Literacy Classroom. Australian Journal of Language and Literacy 33(1), 12-23.

This article explores how research conducted in the emerging discipline of Game Studies may be used to develop tools... more

Researching Digital Game Players: Gameplay and Gaming Capital

by Thomas Apperley

Full Citation:
Walsh, C. & Apperley, T. (2008). Researching digital game players: Gameplay and gaming capital. In: Proceedings of IADIS International Conference Gaming 2008: Design for engaging experience and social interaction (pp. 99-102), 25-27 July 2008, Amsterdam, The Netherlands.

In order to build upon, further and contest text-based paradigms of students’ video gameplay, this research utilises... more

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