Over the last decade, a great variety of visionary ideas and beliefs have been brought forward, regarding the potentials of using computer games as a tool for learning and mediation in educational settings. This thesis aims at contributing to research in this field, by empirically exploring what happens when students play and reflect on their computer game play in science education. Three empirical studies and a research review have been conducted. The first study was part of a design-based research project on mobile learning, and involved 17 students (aged 15−16) playing the mobile educational game Agent O. The two following studies involved 72 students (aged 13−15) playing the COTS game SimCity 4, in connection with the annual Swedish sch...
Activity, diversity, and dynamism are just some of the descriptors that describe Science lessons. In...
The empirical study, in this article, involved 42 students (ages 14–15), who used the urban simulati...
The interest for game-based learning is growing among science educators. A range of research reviews...
Over the last decade, a great variety of visionary ideas and beliefs have been brought forward, rega...
This paper presents an overview of a doctoral thesis exploring educational potentials of computer ga...
Thirty students aged 13-15 were observed at school when playing the COTS computer game SimCity 4 wit...
This article presents an empirical study performed in the light of socio-cultural theories, emphasiz...
This paper presents an empirical study involving 42 science students playing the urban simulation co...
This paper presents a categorisation of science game formats in relation to the educational possibil...
Computer and video games are a channel of evolution and productivity that is most consumed keeping t...
Educational computer games are increasingly being used in the formal schooling system; however, it i...
The new generation of learners in today's schools is accustomed to a digital world. The student...
The purpose of this paper is to describe and analyse student engagement, and emerging collaboration ...
Περιέχει το πλήρες κείμενοThe new generation of learners in today's schools is accustomed to a digit...
Abstract The focus of higher education institutions is the preparation of future professionals. To a...
Activity, diversity, and dynamism are just some of the descriptors that describe Science lessons. In...
The empirical study, in this article, involved 42 students (ages 14–15), who used the urban simulati...
The interest for game-based learning is growing among science educators. A range of research reviews...
Over the last decade, a great variety of visionary ideas and beliefs have been brought forward, rega...
This paper presents an overview of a doctoral thesis exploring educational potentials of computer ga...
Thirty students aged 13-15 were observed at school when playing the COTS computer game SimCity 4 wit...
This article presents an empirical study performed in the light of socio-cultural theories, emphasiz...
This paper presents an empirical study involving 42 science students playing the urban simulation co...
This paper presents a categorisation of science game formats in relation to the educational possibil...
Computer and video games are a channel of evolution and productivity that is most consumed keeping t...
Educational computer games are increasingly being used in the formal schooling system; however, it i...
The new generation of learners in today's schools is accustomed to a digital world. The student...
The purpose of this paper is to describe and analyse student engagement, and emerging collaboration ...
Περιέχει το πλήρες κείμενοThe new generation of learners in today's schools is accustomed to a digit...
Abstract The focus of higher education institutions is the preparation of future professionals. To a...
Activity, diversity, and dynamism are just some of the descriptors that describe Science lessons. In...
The empirical study, in this article, involved 42 students (ages 14–15), who used the urban simulati...
The interest for game-based learning is growing among science educators. A range of research reviews...