Over the past fifteen years, video games have shifted from being seen as merely entertainment to being \u27sometimes-useful\u27 tools in educators\u27 lesson planning repertoires (Schrier, 2019). Practicing educators and policy makers have been convinced that games can be good for learning, but many questions about games\u27 reliable and effective implementation remain unanswered (Takeuchi & Vaala, 2014). Fortunately, researchers and developers have begun to advance important questions of practice, including how educational games can be used and designed effectively (Clark et al., 2015), how to improve games\u27 design (e.g., Burke & Kafai, 2014), on understanding the classroom ecologies in which they\u27re being used (Shah & Foster, 2014),...
Digital games have been used sporadically in classrooms since the 1970s, but their adoption rate con...
The aim of this paper is to highlight the lack of studies examining the contexts in which learning g...
Recent research shows that gamification is a valuable tool to improve students’ learning effectivene...
Over the past fifteen years, video games have shifted from being seen as merely entertainment to bei...
Computer and video games are a channel of evolution and productivity that is most consumed keeping t...
From the perspective of educators, games are viewed as a medium in which the younger generation both...
The task of integrating games into an educational setting is a demanding one, and integrating games ...
Researchers have argued that an effort should be made to raise teachers' and parents' awareness of t...
no additional resource requirements. A key feature of this approach is a mechanism that allows for a...
International audiencePlaying is one of the most important activities of children. It constitutes a ...
Video games are one of the fastest growing elements of informal, virtual learning. While their popul...
An exploration by TEEM of the contribution which games can make to the education process.Teachers Ev...
International audienceIn a context characterized by a growing gap between youth digital culture and ...
With the advent of social media it is widely accepted that teachers and learners are not only consum...
Theme: Learning to Play:Playing to Learn: How we learn in and through game play, what we do/don&apos...
Digital games have been used sporadically in classrooms since the 1970s, but their adoption rate con...
The aim of this paper is to highlight the lack of studies examining the contexts in which learning g...
Recent research shows that gamification is a valuable tool to improve students’ learning effectivene...
Over the past fifteen years, video games have shifted from being seen as merely entertainment to bei...
Computer and video games are a channel of evolution and productivity that is most consumed keeping t...
From the perspective of educators, games are viewed as a medium in which the younger generation both...
The task of integrating games into an educational setting is a demanding one, and integrating games ...
Researchers have argued that an effort should be made to raise teachers' and parents' awareness of t...
no additional resource requirements. A key feature of this approach is a mechanism that allows for a...
International audiencePlaying is one of the most important activities of children. It constitutes a ...
Video games are one of the fastest growing elements of informal, virtual learning. While their popul...
An exploration by TEEM of the contribution which games can make to the education process.Teachers Ev...
International audienceIn a context characterized by a growing gap between youth digital culture and ...
With the advent of social media it is widely accepted that teachers and learners are not only consum...
Theme: Learning to Play:Playing to Learn: How we learn in and through game play, what we do/don&apos...
Digital games have been used sporadically in classrooms since the 1970s, but their adoption rate con...
The aim of this paper is to highlight the lack of studies examining the contexts in which learning g...
Recent research shows that gamification is a valuable tool to improve students’ learning effectivene...