We have always appropriated whatever technologies are available to us for use as technologies for instruction. This practice may well date back as far as human communication itself. The practice of “studying the masters” is also an old and respected one, and using this perspective we can take advantage of the opportunities afforded us in studying outstanding examples of commercial digital games as “educational” objects, even if they weren’t produced by professional educators. By examining successful games through this lens we can progress towards an understanding of the essential elements of ‘good’ games and begin to discuss the implications this holds for the deliberate design of educational games. There is, however, a caveat: knowing why ...
Understanding the game development process is integral to achieving success in the game industry. Al...
A natural extension of play for creative thinking can innovatively drive technology-led changes to t...
Digital games as tools for learning in K–12 have been a topic of intense discussion over the last 15...
We have always appropriated whatever technologies are available to us for use as technologies for in...
Traditional pedagogical practices—lecturing, standardization, product-based quality grading—do not p...
Students are now involved in a vastly different textual landscape than many English scholars, one th...
The purpose of this report is to identify interface design elements in educational games for a middl...
The number of concern parents who complain about their children’s addiction to video games have expo...
This paper covers our research into creating an exhibit to showcase the Interactive Media and Game D...
Theories of learning from multimedia suggest that when media include two modal forms (e.g., visual a...
Educational games intend to make learning more enjoyable, but at the potential cost of compromising ...
Video games are a well-established and expanding medium. There is a notable lack of a classification...
Since its inception, the video game industry has been both a new medium for art and innovation as we...
This projects examines the learning practices of video games and gaming communities while also consi...
The graphical user interface, or GUI, is the method a game uses to communicate with the player and h...
Understanding the game development process is integral to achieving success in the game industry. Al...
A natural extension of play for creative thinking can innovatively drive technology-led changes to t...
Digital games as tools for learning in K–12 have been a topic of intense discussion over the last 15...
We have always appropriated whatever technologies are available to us for use as technologies for in...
Traditional pedagogical practices—lecturing, standardization, product-based quality grading—do not p...
Students are now involved in a vastly different textual landscape than many English scholars, one th...
The purpose of this report is to identify interface design elements in educational games for a middl...
The number of concern parents who complain about their children’s addiction to video games have expo...
This paper covers our research into creating an exhibit to showcase the Interactive Media and Game D...
Theories of learning from multimedia suggest that when media include two modal forms (e.g., visual a...
Educational games intend to make learning more enjoyable, but at the potential cost of compromising ...
Video games are a well-established and expanding medium. There is a notable lack of a classification...
Since its inception, the video game industry has been both a new medium for art and innovation as we...
This projects examines the learning practices of video games and gaming communities while also consi...
The graphical user interface, or GUI, is the method a game uses to communicate with the player and h...
Understanding the game development process is integral to achieving success in the game industry. Al...
A natural extension of play for creative thinking can innovatively drive technology-led changes to t...
Digital games as tools for learning in K–12 have been a topic of intense discussion over the last 15...