Blending video games with learning: Issues and challenges with classroom implementations in the Turkish context
H Tüzün - British Journal of Educational Technology, 2007 - Wiley Online Library
The research design for this study focuses on examining the core issues and challenges
when video games are used in the classroom. For this purpose three naturalistic contexts in …
when video games are used in the classroom. For this purpose three naturalistic contexts in …
[图书][B] Understanding digital literacies: A practical introduction
Understanding Digital Literacies Second Edition provides an accessible and timely
introduction to new media literacies. This book equips students with the theoretical and …
introduction to new media literacies. This book equips students with the theoretical and …
Investigating the impact of video games on high school students' engagement and learning about genetics
The popularity of video games has transcended entertainment crossing into the world of
education. While the literature base on educational gaming is growing, there is still a lack of …
education. While the literature base on educational gaming is growing, there is still a lack of …
Multimodality, orchestration and participation in the context of classroom use of the interactive whiteboard: A discussion
A Twiner, C Coffin, K Littleton… - … Pedagogy and Education, 2010 - Taylor & Francis
This paper will offer a discussion of the literature concerning multimodality, orchestration
and participation related to classroom use of the interactive whiteboard (IWB). Specifically, it …
and participation related to classroom use of the interactive whiteboard (IWB). Specifically, it …
Beyond gamification: reconceptualizing game-based learning in early childhood environments
The recent promotion and adoption of digital game-based learning (DGBL) in K-12
education presents compelling opportunities as well as challenges for early childhood …
education presents compelling opportunities as well as challenges for early childhood …
[图书][B] Gameworlds: Virtual media and children's everyday play
S Giddings - 2014 - library.oapen.org
Game studies is a rapidly developing field across the world, with a growing number of
dedicated courses addressing video games and digital play as significant phenomena in …
dedicated courses addressing video games and digital play as significant phenomena in …
On-task and off-task behavior in the classroom: A study on mathematics learning with educational video games
V Beserra, M Nussbaum… - Journal of educational …, 2019 - journals.sagepub.com
When performing a task in the classroom, it is essential to place the focus on learning. In the
classroom, it is possible to distinguish between time spent by students on-task and off-task …
classroom, it is possible to distinguish between time spent by students on-task and off-task …
Hypes, hopes and actualities: new digital Cartesianism and bodies in cyberspace
M Boler - New media & society, 2007 - journals.sagepub.com
'New Digital Cartesianism'investigates the socio-material power inequities embedded in text-
based, computer-mediated communication (CMC). Is the body really transcended in text …
based, computer-mediated communication (CMC). Is the body really transcended in text …
[图书][B] Improving classroom learning with ICT
R Sutherland, S Robertson, P John - 2008 - api.taylorfrancis.com
Improving Classroom Learning with ICT examines the ways in which ICT can be used in the
classroom to enhance teaching and learning in different settings and across different …
classroom to enhance teaching and learning in different settings and across different …
Continuous partial attention: Reconsidering the role of online learning in the age of interruption
E Rose - Educational Technology, 2010 - JSTOR
" Continuous partial attention" is a term that was coined in the Iate1990s, to describe the
increasingly dispersed nature of attention in online environments. The purpose of this article …
increasingly dispersed nature of attention in online environments. The purpose of this article …