This paper outlines a case study conducted in two public schools in the greater Toronto area as a complementary component of a multisite experimental study exploring educational game development as a learning activity for motivating and engaging students in curriculum-related literacy activities (Owston et al., 2007). Researchers studied children creating and playing four online board games based on grade 4 geography content, viz., Tic-tac-toe, Trivial Pursuit, Snakes and Ladders, and Mother Goose. The schools shared similar positive orientations to technologically focused learning and good technological resources, but they had different institutional histories of implementing computers in curricular learning. Technological equipment was a...
Contemporary views of literacy, and of English and Language Arts curriculum recognise the importance...
Game-based learning has received significant attention in educational pedagogy as an effective way o...
An exploration by TEEM of the contribution which games can make to the education process.Teachers Ev...
This paper outlines a case study conducted in two public schools in the greater Toronto area as a co...
This article argues that digital games and school-based literacy practices have much more in common ...
This article argues that digital games and school-based literacy practices have much more in common ...
This study examined computer game development as a pedagogical activity to motivate and engage stude...
Few spaces exist in schools that require students to research, play and design digital games. This p...
In this paper, we will present findings from the first twelve months of a research and development p...
The implementation of a computer game for learning about geography by primary school students is the...
The need for literacy and the English curriculum to attend to digital literacies in the twenty-first...
Videogames have long been lauded for their potential to increase engagement and enhance learning whe...
The task of integrating games into an educational setting is a demanding one, and integrating games ...
Acknowledging the persuasiveness of general arguments for serious uses of ‘serious games’, this rese...
This paper explores how media education principles can be extended to digital games, and whether the...
Contemporary views of literacy, and of English and Language Arts curriculum recognise the importance...
Game-based learning has received significant attention in educational pedagogy as an effective way o...
An exploration by TEEM of the contribution which games can make to the education process.Teachers Ev...
This paper outlines a case study conducted in two public schools in the greater Toronto area as a co...
This article argues that digital games and school-based literacy practices have much more in common ...
This article argues that digital games and school-based literacy practices have much more in common ...
This study examined computer game development as a pedagogical activity to motivate and engage stude...
Few spaces exist in schools that require students to research, play and design digital games. This p...
In this paper, we will present findings from the first twelve months of a research and development p...
The implementation of a computer game for learning about geography by primary school students is the...
The need for literacy and the English curriculum to attend to digital literacies in the twenty-first...
Videogames have long been lauded for their potential to increase engagement and enhance learning whe...
The task of integrating games into an educational setting is a demanding one, and integrating games ...
Acknowledging the persuasiveness of general arguments for serious uses of ‘serious games’, this rese...
This paper explores how media education principles can be extended to digital games, and whether the...
Contemporary views of literacy, and of English and Language Arts curriculum recognise the importance...
Game-based learning has received significant attention in educational pedagogy as an effective way o...
An exploration by TEEM of the contribution which games can make to the education process.Teachers Ev...