Research into the cognitive and learning processes that occur during video game play is growing in prominence. Digital literacy and media literacy advocates and practitioners have long emphasized the importance of media production experiences in building learners ' awareness of media influences, modes of production and ownership. Further, Constructionist-learning researchers have long emphasized the epistemological value of programming games for learning and cognition. This study explores the abilities that emerge among high school and community college students who participated in a year-long program of game design and Web 2.0 activity in the Globaloria-West Virginia project of the World Wide Workshop Foundation. Findings suggest that...
Despite the prevalence of game-based learning (GBL), most applications of GBL focus on teaching rout...
Background: This exploratory study engaged teams of elementary and middle school students in the col...
Few spaces exist in schools that require students to research, play and design digital games. This p...
Abstract: In recent years much research has explored the potential of using video games in education...
Many recent efforts to promote new literacies involve the promotion of creative media production as ...
Abstract. Many new literacies efforts promote creative media production as a way to foster youth ’ l...
Game-based learning has been a rapidly expanding field in the 21th century, with research reports pr...
This study examined computer game development as a pedagogical activity to motivate and engage stude...
Educators and education advocates have recently acknowl-edged that the ability to think systemically...
Digital games and digital gaming have had a fast expansion in the 21st century and today the vast ma...
This study used technology-rich ethnography (TRE) to examine the use of game development in a high s...
Fields within education and training have been exploring the use of educational computer-based games...
Since the early 2000s, educators, administrators, politicians, and researchers have given increased ...
© 2018 Taylor & Francis. The past decade has seen tremendous growth in the instructional use of digi...
The gaming market has become the fastest growing market for leisure and is one of the most popular f...
Despite the prevalence of game-based learning (GBL), most applications of GBL focus on teaching rout...
Background: This exploratory study engaged teams of elementary and middle school students in the col...
Few spaces exist in schools that require students to research, play and design digital games. This p...
Abstract: In recent years much research has explored the potential of using video games in education...
Many recent efforts to promote new literacies involve the promotion of creative media production as ...
Abstract. Many new literacies efforts promote creative media production as a way to foster youth ’ l...
Game-based learning has been a rapidly expanding field in the 21th century, with research reports pr...
This study examined computer game development as a pedagogical activity to motivate and engage stude...
Educators and education advocates have recently acknowl-edged that the ability to think systemically...
Digital games and digital gaming have had a fast expansion in the 21st century and today the vast ma...
This study used technology-rich ethnography (TRE) to examine the use of game development in a high s...
Fields within education and training have been exploring the use of educational computer-based games...
Since the early 2000s, educators, administrators, politicians, and researchers have given increased ...
© 2018 Taylor & Francis. The past decade has seen tremendous growth in the instructional use of digi...
The gaming market has become the fastest growing market for leisure and is one of the most popular f...
Despite the prevalence of game-based learning (GBL), most applications of GBL focus on teaching rout...
Background: This exploratory study engaged teams of elementary and middle school students in the col...
Few spaces exist in schools that require students to research, play and design digital games. This p...