Digital Gaming: Difference between revisions

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==Links==
==Links==
 
[http://www.digra.org/ Digital Games Research Association]
 
[http://www.educause.edu/ero/article/digital-game-based-learning-its-not-just-digital-natives-who-are-restless Digital game-based learning: It's not just the digital natives who are restless by Richard Van Eck]


==Works Cited==
==Works Cited==

Revision as of 02:49, 30 October 2013

Digital Gaming

Lori Powell, Memorial University of Newfoundland

Definitions and background

Affordances

Constraints

Links

Digital Games Research Association Digital game-based learning: It's not just the digital natives who are restless by Richard Van Eck

Works Cited

Busch, C., Conrad, F., & Steinicke, M. (2013). Digital games and the hero’s journey in management workshops and tertiary education. The Electronic Journal of e-Learning, 11(1), 3-15.

Cheng, Y., Lou, s., Kuo, S., & Shih, R. (2013). Investigating elementary school students’ technology acceptance by applying digital game-based learning to environmental education. Australasian Journal of Educational Technology, 29(1), 96-110.

De Grove, F., Bourgonjon, J., & Looy, J. (2012). Digital games in the classroom? A contextual approach to teachers’ adoption intention of digital games in formal education. Computers in Human Behavior, 28, 2023-2033.

Erhel, S., & Jamet, E. (2013). Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness. Computers & Education, 67, 156-167.

Iacovides, I., Aczel, J., Scanlon, E., & Woods, W. (2012). Investigating the relationshiops between informal learning and player involvement in digital games. Learning, Media and Technology, 37(3), 321-327.

Li, Q. (2012). Understanding enactivism: a study of affordances and constraints of engaging practicing teachers as digital game designers. Educational Technology Research and Development, 60, 785-806.

Neville, D., Shelton, B., & McInnis, B. (2009). Cybertext redux: using digital game-based learning to teach L2 vocabulary, reading, and culture. Computer Assisted Language Learning, 22(5), 409-424.

Ott, M., & Pozzi, F. (2012). Digital games as creativity enablers for children. Behavior & Information Technology, 31(10), 1011-1019.

Panoutsopoulos, H., & Sampson, D. (2012). A study on exploiting commercial digital games into school context. Educational Technology & Society, 15(1), 15-27.

Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & Education, 52, 1-12.

Pelletier, C., & Oliver, M. (2006). Learning to play in digital games. Learning, Media and Technology, 31(4), 329-342.

Sardone, N., & Devlin-Scherer, R. (2010). Digital games for English classrooms. Teaching English with Technology, 10(1), 35-50.

Sardone, N., & Devlin-Scherer, R. (2010). Teacher candidate responses to digital games: 21st century skills development. Journal of Research on Technology in Education, 42(4), 409-425.

Tsai, F., Yu, K., & Hsiao, H. (2012). Exploring the factors influencing learning effectiveness in digital game-based learning. Educational Technology & Society, 15(3), 240-250.

Yang, Y. (2010). Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation. Computers & Education, 59, 365-377.