NavigationUser loginThere are
410 people registered on the Digiplay site.
|
BibliographyFound 64 results Filters: keyword is Education [Clear All Filters] A
"Serious Games: Incorporating Video Games in the Classroom - Games Designed using Sound Pedagogy Actively Engage the Net Generation in Learning",
EDUCAUSE, vol. 29, issue 3, 09/2006.
Abstract
"Educational design: Bridging the gap between computer-based learning and experimental learning environments",
International Journal of Continuing Engineering Education and Life-Long Learning, vol. 15, no. 1-2, pp. 5-18, 2005 .
Abstract
"Interactive 3D Environments by Using Videogame Engines",
Ninth International Conference on Information Visualisation, London, England, IEEE Computer Society, pp. 515-520, 06/-7/2005.
Abstract
B
"Developing strategic and reasoning abilities with computer games at primary school level",
Computers and Education, vol. 49, no. 4, pp. 1272-1286, 2007 .
Abstract
"Story Manager in ‘Europe 2045‘ Uses Petri Nets",
Virtual Storytelling. Using Virtual Reality Technologies for Storytelling, Berlin / Heidelberg, Springer, pp. 38-50, 2007 .
Abstract
"Teaching Management With Video Games",
Applied Management and Decision Sciences Faculty: Walden University, pp. 170, 2006 .
Abstract
"Utilizing Games in a Graduate Level Instructional Game Course",
Developments in Business Simulation and Experiential Learning, vol. 33, 2006 .
Abstract
"Videogames and the future of education",
On the Horizon, vol. 13, no. 2, pp. 119-125, 2005 .
Abstract
"Games based learning or learning based games? A case study",
Digital Game Based Learning-4th International Symposium for Information Design, Stuttgart Media University, 02/06/2005.
Abstract
C
"FARMTASIA: an online game-based learning environment based on the VISOLE pedagogy",
Virtual Reality, Centre for the Advancement of Information Technology in Education, The Chinese University of Hong Kong, Shatin, Hong Kong, pp. 1-9, 2008 .
Abstract
"My-pet-and-her-friends: Identifying educational roles of animal companions in game-based learning environment",
Proceedings - DIGITEL 2007: First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning, pp. 104-108, 2007 .
Abstract
Machinima and Education,
, 2007 .
Abstract
"Turkish prospective teachers' perceptions regarding the use of computer games with educational features",
Educational Technology & Society, vol. 9, no. 1, pp. 308-321, 2006 .
Abstract
"Age, ethnicity, and socioeconomic patterns in early computer use - A national survey",
American Behavioral Scientist, vol. 48, no. 5, pp. 590-607, 2005 .
Abstract
D
"Inclusive computer science education using a ready-made computer game framework",
ITiCSE 2007: 12th Annual Conference on Innovation and Technology in Computer Science Education - Inclusive Education in Computer Science, pp. 116-120, 2007 .
Abstract
"Towards a Framework for Understanding Electronic Educational Gaming",
Journal of Educational Multimedia and Hypermedia, vol. 16, issue 3, pp. 225-48, 2007.
Abstract
""Ninja Looting" for instructional design: The design challenges of creating a game-based learning environment",
ACM SIGGRAPH 2006 Educators Program - International Conference on Computer Graphics and Interactive Techniques, 2006 .
Abstract
E
"Third Generation Educational Use of Computer Games",
Journal of Educational Multimedia and Hypermedia, vol. 16, issue 3, pp. 263-81, 2007.
Abstract
F
"Learning and Teaching with Electronic Games",
Journal of Educational Multimedia and Hypermedia, vol. 16, issue 3, pp. 217-349, 2007.
Abstract
Digiplay Bibliography Updates
|
Latest updates |