Abstract: Fun is learning; this radical approach to education incorporates students ’ extracurricular computer and videogame play as the gateway for exploring anthropological and economic theory in higher education. Our initial assumption was that students with thorough experience in multiplayer games have much easier time understanding the basics of micro- and macroeconomics, anthropology and sociology. They do not only seem quicker to understand, but their learning is much more thorough, enabling them to perform better on tests and excel in student competitions. We designed a series of classes where we explored the potential for using engaging virtual realities as the means to address and convey social concepts and overcome educational ...
Virtual environments are a hot topic in academia and more importantly in courses offered via distanc...
Alternate Reality Games are being used increasingly in Higher Education as a way of providing a stim...
This paper discusses the educational potential of alternate reality games (ARGs), a relatively new ...
Advances in computing and telecommunications make it possible to take advantage of immersive electro...
There is growing interest in the use of virtual gaming worlds in education, supported by the increas...
Although there is interest in the educational potential of online multiplayer games and virtual worl...
This article explores how playing and co-creating games in higher education contexts contributes to ...
This article examines pedagogical lessons derived from the learning theory embodied in commercially ...
Social virtual reality environments, also known as 3D virtual immersive environments, are threedimen...
Computer and video games are a channel of evolution and productivity that is most consumed keeping t...
This dissertation focuses on the ways four academically struggling adolescent males used their video...
Curiosity is the best driving force for learning; keeping learners curious by engaging them via gami...
In recent years, the growing popularity of gamification in learning-organization has shown that it w...
conferences (e.g. Games, Learning, & Society), print publications (e.g. Games & Culture), a...
This article explores the realm of virtual educational technology methods and their application in v...
Virtual environments are a hot topic in academia and more importantly in courses offered via distanc...
Alternate Reality Games are being used increasingly in Higher Education as a way of providing a stim...
This paper discusses the educational potential of alternate reality games (ARGs), a relatively new ...
Advances in computing and telecommunications make it possible to take advantage of immersive electro...
There is growing interest in the use of virtual gaming worlds in education, supported by the increas...
Although there is interest in the educational potential of online multiplayer games and virtual worl...
This article explores how playing and co-creating games in higher education contexts contributes to ...
This article examines pedagogical lessons derived from the learning theory embodied in commercially ...
Social virtual reality environments, also known as 3D virtual immersive environments, are threedimen...
Computer and video games are a channel of evolution and productivity that is most consumed keeping t...
This dissertation focuses on the ways four academically struggling adolescent males used their video...
Curiosity is the best driving force for learning; keeping learners curious by engaging them via gami...
In recent years, the growing popularity of gamification in learning-organization has shown that it w...
conferences (e.g. Games, Learning, & Society), print publications (e.g. Games & Culture), a...
This article explores the realm of virtual educational technology methods and their application in v...
Virtual environments are a hot topic in academia and more importantly in courses offered via distanc...
Alternate Reality Games are being used increasingly in Higher Education as a way of providing a stim...
This paper discusses the educational potential of alternate reality games (ARGs), a relatively new ...