The gaming market has become the fastest growing market for leisure and is one of the most popular forms of homeentertainment. This has generated a media debate about how people are affected by gaming and concernes how we are affected by the violence that may occur in games. Games proponents argues that gaming is the future of teaching and computer games are becoming a sustainable and popular instruction strategy. Some studies have long used computer games for educational purposes. By interviewing high school students in focus groups as qualitative research, I studied their attitudes towards computer games as a learning tool. Using the indie game Minecraft, the online game World of Warcraft and the simulation game Euro Truck as examples, I ...
For this research, four high school aged teenagers participated in an intensive one week video gamin...
Abstract: As one of the newest art forms available to young people, gaming has become an increasing...
This article provides an insight into the effectiveness of edu- cational computer games. Based on a ...
In this text we will talk about modern computer technology and its infl uence on children education...
Helga Dís Ísfold Sigurdardóttir states that we need to take gaming seriously and that gaming should ...
This research is based on the following research question: What are the pupils’ thoughts about their...
This research is based on the following research question: What are the pupils’ thoughts about their...
Game-based learning has received significant attention in educational pedagogy as an effective way o...
Game-based learning has received significant attention in educational pedagogy as an effective way o...
Game-based learning has received significant attention in educational pedagogy as an effective way o...
International audienceIn a context characterized by a growing gap between youth digital culture and ...
Computer and video games are a channel of evolution and productivity that is most consumed keeping t...
The modern development of the gaming space is often seen through the prism of the attractiveness and...
For this research, four high school aged teenagers participated in an intensive one week video gamin...
The modern development of the gaming space is often seen through the prism of the attractiveness and...
For this research, four high school aged teenagers participated in an intensive one week video gamin...
Abstract: As one of the newest art forms available to young people, gaming has become an increasing...
This article provides an insight into the effectiveness of edu- cational computer games. Based on a ...
In this text we will talk about modern computer technology and its infl uence on children education...
Helga Dís Ísfold Sigurdardóttir states that we need to take gaming seriously and that gaming should ...
This research is based on the following research question: What are the pupils’ thoughts about their...
This research is based on the following research question: What are the pupils’ thoughts about their...
Game-based learning has received significant attention in educational pedagogy as an effective way o...
Game-based learning has received significant attention in educational pedagogy as an effective way o...
Game-based learning has received significant attention in educational pedagogy as an effective way o...
International audienceIn a context characterized by a growing gap between youth digital culture and ...
Computer and video games are a channel of evolution and productivity that is most consumed keeping t...
The modern development of the gaming space is often seen through the prism of the attractiveness and...
For this research, four high school aged teenagers participated in an intensive one week video gamin...
The modern development of the gaming space is often seen through the prism of the attractiveness and...
For this research, four high school aged teenagers participated in an intensive one week video gamin...
Abstract: As one of the newest art forms available to young people, gaming has become an increasing...
This article provides an insight into the effectiveness of edu- cational computer games. Based on a ...