The communal, situating and critiquing capabilities of multi-user game environments represent the principals of collaborative constructivism as a process-based experiential pedagogy. Applied in higher education, such a pedagogy favours active, critical and reflective learning. This thesis argues how a didactic multi-user game environment incorporating the aforementioned capabilities can be used in, as well as enrich, collaborative constructivist didactics in higher education
International audienceIn this paper, we propose an environment to support collaborative modding, as ...
[[abstract]]To date, online games have increasingly become the dominant form of computer games parti...
Educational electronic games have been gaining lots of space inside classrooms because of their cont...
There is growing interest in the use of virtual gaming worlds in education, supported by the increas...
This chapter examines the rationale for the use of computer games in learning, teaching, and assessm...
This study is aimed at presenting a critical overview of recent research studies on the use of educa...
AbstractRecent studies have shown adoption of basic tenets of constructivism in the design of learni...
‘Games-based techniques and collaborative learning between arts students in higher education’ This...
The goal of this article is to provide a conceptual framework to better understand digital games in ...
Formal K12 education remains much as it did a century ago, but in the era of the Internet, cell phon...
It is primordial to insist on a continuous education that is open, flexible, and personalized, allow...
This literature review examines the properties of specific video games, classified as multi-user lea...
Creating a design theory for Constructivist Gaming Learning Environment necessitates, among other th...
[[abstract]]To date, online games have increasingly become the dominant form of computer games parti...
Teaching and Learning Department Capstone ProjectCollaborative learning and simulations and games ha...
International audienceIn this paper, we propose an environment to support collaborative modding, as ...
[[abstract]]To date, online games have increasingly become the dominant form of computer games parti...
Educational electronic games have been gaining lots of space inside classrooms because of their cont...
There is growing interest in the use of virtual gaming worlds in education, supported by the increas...
This chapter examines the rationale for the use of computer games in learning, teaching, and assessm...
This study is aimed at presenting a critical overview of recent research studies on the use of educa...
AbstractRecent studies have shown adoption of basic tenets of constructivism in the design of learni...
‘Games-based techniques and collaborative learning between arts students in higher education’ This...
The goal of this article is to provide a conceptual framework to better understand digital games in ...
Formal K12 education remains much as it did a century ago, but in the era of the Internet, cell phon...
It is primordial to insist on a continuous education that is open, flexible, and personalized, allow...
This literature review examines the properties of specific video games, classified as multi-user lea...
Creating a design theory for Constructivist Gaming Learning Environment necessitates, among other th...
[[abstract]]To date, online games have increasingly become the dominant form of computer games parti...
Teaching and Learning Department Capstone ProjectCollaborative learning and simulations and games ha...
International audienceIn this paper, we propose an environment to support collaborative modding, as ...
[[abstract]]To date, online games have increasingly become the dominant form of computer games parti...
Educational electronic games have been gaining lots of space inside classrooms because of their cont...