Games and gaming have always been an infl uential part of society and culture. Within the last 35 years, due to numerous technology innovations, electronic games in many formats have become ubiquitous in everyday life. This ubiquity has meant that games and gaming have permeated into many fi elds and disciplines for multiple purposes including teaching and learning. Past research has examined the use of both electronic and non-electronic games, but the fi eld of education still lacks a comprehensive framework for exploring the role of the games for teaching and learning, the relationship of educational games to other fi elds, and a synthesis of best practice for current and future design, implementation, and research. The purpose of this ar...
An exploration by TEEM of the contribution which games can make to the education process.Teachers Ev...
From the perspective of educators, games are viewed as a medium in which the younger generation both...
The aim of this paper is to report the state of the art on the concept of Educational Electronic Gam...
Games and gaming have always been an influential part of society and culture. Within the last 35 yea...
Computer and video games are a channel of evolution and productivity that is most consumed keeping t...
In the past two decades, there has been a steadily increasing interest in the use of games for educa...
Computer games have attracted much attention over the years, mostly attention of the less flattering...
Researchers have argued that an effort should be made to raise teachers' and parents' awareness of t...
Conference (NECC), a group of educators began the process of forming a new ISTE Special Interest Gro...
The task of integrating games into an educational setting is a demanding one, and integrating games ...
Gaming applications are rapidly expanding into the realm of education. Game-based education creates ...
Game-based learning has dominantly embedded itself into a tool of education in the 21st century. In ...
Games and gaming have always been an important part of society and culture. Within the last 35 years...
Games are a type of vehicle with which society is changing at present-day. But how the games themsel...
Among the latest models of teaching are those that rely on technology, especially the Internet, and ...
An exploration by TEEM of the contribution which games can make to the education process.Teachers Ev...
From the perspective of educators, games are viewed as a medium in which the younger generation both...
The aim of this paper is to report the state of the art on the concept of Educational Electronic Gam...
Games and gaming have always been an influential part of society and culture. Within the last 35 yea...
Computer and video games are a channel of evolution and productivity that is most consumed keeping t...
In the past two decades, there has been a steadily increasing interest in the use of games for educa...
Computer games have attracted much attention over the years, mostly attention of the less flattering...
Researchers have argued that an effort should be made to raise teachers' and parents' awareness of t...
Conference (NECC), a group of educators began the process of forming a new ISTE Special Interest Gro...
The task of integrating games into an educational setting is a demanding one, and integrating games ...
Gaming applications are rapidly expanding into the realm of education. Game-based education creates ...
Game-based learning has dominantly embedded itself into a tool of education in the 21st century. In ...
Games and gaming have always been an important part of society and culture. Within the last 35 years...
Games are a type of vehicle with which society is changing at present-day. But how the games themsel...
Among the latest models of teaching are those that rely on technology, especially the Internet, and ...
An exploration by TEEM of the contribution which games can make to the education process.Teachers Ev...
From the perspective of educators, games are viewed as a medium in which the younger generation both...
The aim of this paper is to report the state of the art on the concept of Educational Electronic Gam...