A qualitative meta-analysis of computer games as learning tools

F Ke - … and simulations: Concepts, methodologies, tools and …, 2011 - igi-global.com
Drawing on grounded theory approach and a qualitative meta-analysis, this chapter intends
to systematically review and synthesize the theories, methods, and findings of both …

[图书][B] Digital games and learning: Research and theory

N Whitton - 2014 - taylorfrancis.com
In recent years, there has been growing interest in the use of digital games to enhance
teaching and learning at all educational levels, from early years through to lifelong learning …

[图书][B] Learning with digital games: A practical guide to engaging students in higher education

N Whitton - 2009 - taylorfrancis.com
Written for Higher Education teaching and learning professionals, Learning with Digital
Games provides an accessible, straightforward introduction to the field of computer game …

The place of game‑based learning in an age of austerity

N Whitton - Electronic Journal of e-Learning, 2012 - academic-publishing.org
Digital games have the potential to create active and engaging environments for learning,
supporting problem‑solving, communication and group activities, as well as providing a …

Framing the adoption of serious games in formal education

S Arnab, R Berta, J Earp… - … Journal of e …, 2012 - academic-publishing.org
Nowadays formal education systems are under increasing pressure to respond and adapt to
rapid technological innovation and associated changes in the way we work and live. As well …

Getting a clue: creating student detectives and dragon slayers in your library

AL Smith, L Baker - Reference Services Review, 2011 - emerald.com
Purpose–The purpose of this paper is to describe how Utah Valley University Library staff
created two games to orient students to the library and library services. Design/methodology …

Playing video games: Learning and information literacy

S Gumulak, S Webber - Aslib Proceedings, 2011 - emerald.com
Purpose–This paper aims to identify what motivates young people to play video games, and
the extent to which video games are perceived as facilitating learning and information …

Encouraging engagement in game-based learning

N Whitton - International Journal of Game-Based Learning (IJGBL), 2011 - igi-global.com
It is a common misconception that game-based learning is, by its very nature, engaging for
the majority of learners. This is not necessarily the case, particularly for learners in Higher …

Collaborative virtual gaming worlds in higher education

N Whitton, P Hollins - ALT-J, 2008 - Taylor & Francis
There is growing interest in the use of virtual gaming worlds in education, supported by the
increased use of multi-user virtual environments (MUVEs) and massively multi-player online …

The changing practices of knowledge and learning

H Beetham, M Oliver - Rethinking learning for a digital age, 2010 - taylorfrancis.com
Use of the term 'digital literacy'to describe how eective learners work with information and
knowledge–not limited to textual representations–is growing in currency (eg Martin and …