Digital Gaming: Difference between revisions

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(Created page with " ==Digital Gaming== Lori Powell, Memorial University of Newfoundland ==Definitions and background== ==Affordances== ==Constraints== ==Link...")
 
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==Works Cited==
==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.






[[Category:educational technologies]][[Category:Affordances and constraints of learning technologies]]
[[Category:educational technologies]][[Category:Affordances and constraints of learning technologies]]

Revision as of 03:28, 30 October 2013

Digital Gaming

Lori Powell, Memorial University of Newfoundland

Definitions and background

Affordances

Constraints

Links

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.