Abstract Well-designed digital games can deliver pow-erful experiences that are difficult to provide through tra-ditional instruction, while traditional instruction can deliver formal explanations that are not a natural fit for gameplay. Combined, they can accomplish more than either can alone. An experiment tested this claim using the topic of statistics, where people’s everyday experiences often conflict with normative statistical theories and a videogame might provide an alternate set of experiences for students to draw upon. The research used a game called Stats Invaders!, a variant of the classic videogame Space Invaders. In Stats Invaders!, the locations of descending alien invaders follow probability distributions, and players need t...
Video games have become a popular pastime in which many people of many ages, ethnicities, and gender...
The value of using games to assist students' learning of probability concepts was investigated, prim...
Abstract This paper describes the use of quantities in video games by young people as part of a broa...
This thesis is concerned with how mathematical/ applied statistical learning can be addressed using ...
What do students really learn as they play videogames for learning? Are they learning the content pr...
There is a sizable and consistent literature theorizing how to design games to be educationally effe...
This article explores how the serious game Poverty Is Not a Game (PING) is experienced by high schoo...
In this article, we discuss our attempt to teach applied statistics techniques typically taught in a...
abstract: While most of the media attention given to video games focuses on those geared towards the...
This article examines pedagogical lessons derived from the learning theory embodied in commercially ...
Computer games are fun, exciting and motivational when used as leisure pursuits. But do they have si...
Based on the findings that video games appear to teach gamers how to perform statistical inference m...
This dissertation focused on evaluating game-based learning in prevocational education. Though many ...
Qualitative interview data is presented in support of previously-published quantitative evidence tha...
Computer and video games are a channel of evolution and productivity that is most consumed keeping t...
Video games have become a popular pastime in which many people of many ages, ethnicities, and gender...
The value of using games to assist students' learning of probability concepts was investigated, prim...
Abstract This paper describes the use of quantities in video games by young people as part of a broa...
This thesis is concerned with how mathematical/ applied statistical learning can be addressed using ...
What do students really learn as they play videogames for learning? Are they learning the content pr...
There is a sizable and consistent literature theorizing how to design games to be educationally effe...
This article explores how the serious game Poverty Is Not a Game (PING) is experienced by high schoo...
In this article, we discuss our attempt to teach applied statistics techniques typically taught in a...
abstract: While most of the media attention given to video games focuses on those geared towards the...
This article examines pedagogical lessons derived from the learning theory embodied in commercially ...
Computer games are fun, exciting and motivational when used as leisure pursuits. But do they have si...
Based on the findings that video games appear to teach gamers how to perform statistical inference m...
This dissertation focused on evaluating game-based learning in prevocational education. Though many ...
Qualitative interview data is presented in support of previously-published quantitative evidence tha...
Computer and video games are a channel of evolution and productivity that is most consumed keeping t...
Video games have become a popular pastime in which many people of many ages, ethnicities, and gender...
The value of using games to assist students' learning of probability concepts was investigated, prim...
Abstract This paper describes the use of quantities in video games by young people as part of a broa...