The goal of this article is to provide a conceptual framework to better understand digital games in learning and creative contexts through the dimensions of play, design, and participation. This framework can be used as a guiding tool for the selection, implementation, and evaluation of game-based approaches in formal and informal educational settings, as well as a blueprint for making sense of playful learning and creativity in virtual worlds and technology-mediated environments. In essence, this article seeks to answer the questio
In recent years, electronic games have assumed an important place in the lives of children and adole...
Part 1: Digital Games and Interactive EntertainmentInternational audienceThis paper describes a desi...
This article identifies theoretical and conceptual landscapes regarding traditional, electronic and ...
This paper describes textual, social and design dimensions of artefacts for play and learning by giv...
AbstractRecent studies have shown adoption of basic tenets of constructivism in the design of learni...
In this talk I will address a changing perspective on design, one in which users are defined as soci...
In this paper we argue that there is a need for digital games that could be easy to alter by young l...
Abstract: In recent years much research has explored the potential of using video games in education...
The theoretical conceptions of game-based learning are different from those of traditional instructi...
This research proposes to investigate the contribution that innovative development projects involvin...
Besides the ability of making learning more interesting, educators and researchers have been explori...
Hutt (1966) demonstrated that familiarity, clarity, simplicity, and congruity are four stimulus char...
This paper describes how students are taught to design (computer) games and toys in a broad sense of...
International audiencePlaying is one of the most important activities of children. It constitutes a ...
The progressive diffusion of interpersonal communication devices and their evolution into systems mo...
In recent years, electronic games have assumed an important place in the lives of children and adole...
Part 1: Digital Games and Interactive EntertainmentInternational audienceThis paper describes a desi...
This article identifies theoretical and conceptual landscapes regarding traditional, electronic and ...
This paper describes textual, social and design dimensions of artefacts for play and learning by giv...
AbstractRecent studies have shown adoption of basic tenets of constructivism in the design of learni...
In this talk I will address a changing perspective on design, one in which users are defined as soci...
In this paper we argue that there is a need for digital games that could be easy to alter by young l...
Abstract: In recent years much research has explored the potential of using video games in education...
The theoretical conceptions of game-based learning are different from those of traditional instructi...
This research proposes to investigate the contribution that innovative development projects involvin...
Besides the ability of making learning more interesting, educators and researchers have been explori...
Hutt (1966) demonstrated that familiarity, clarity, simplicity, and congruity are four stimulus char...
This paper describes how students are taught to design (computer) games and toys in a broad sense of...
International audiencePlaying is one of the most important activities of children. It constitutes a ...
The progressive diffusion of interpersonal communication devices and their evolution into systems mo...
In recent years, electronic games have assumed an important place in the lives of children and adole...
Part 1: Digital Games and Interactive EntertainmentInternational audienceThis paper describes a desi...
This article identifies theoretical and conceptual landscapes regarding traditional, electronic and ...