It has been suggested that digital games can be powerful learning environments that encourage active and critical learning, including participation within “affinity groups” and “semiotic domains” (Gee, 2004). However, there is still a need to provide further empirical evidence to substantiate these claims, especially if educators want to try to replicate people’s enthusiasm for games within a formal educational context. By addressing the question “How do players describe learning in the context of gaming?” this study seeks to further our understanding of how and what people learn informally through playing games by first examining the player perspective. A set of learning categories, based on a series of email interviews with a range of adu...
In the past two decades, there has been a steadily increasing interest in the use of games for educa...
Alongside the growing mainstream appeal of digital games, there has been an increasing amount of aca...
This research is based on the following research question: What are the pupils’ thoughts about their...
In the last few years, digital games have become increasingly popular with both ‘hardcore’ and ‘casu...
It has been suggested that digital games can be powerful learning environments that encourage active...
The potential of non-educational games in learning is well-established, but there have been relative...
AbstractThe goal of this study is to contribute to the growing literature on games and learning. We ...
This paper explores the relationship between digital games and learning along the continuum from for...
Educational functions of digital games are often seen only in the light of the serious and purposefu...
Digital games are becoming increasingly popular with the latest generation of consoles bringing game...
Digital games are becoming increasingly popular with the latest generation of consoles bringing game...
In the last two decades digital games (DG) have acquired more and more relevance in everyday life. T...
AbstractThe goal of this study is to contribute to the growing literature on games and learning. We ...
In the last two decades digital games (DG) have acquired more and more relevance in everyday life. ...
It has been argued that there is a need for more “rigorous research into what players do with games ...
In the past two decades, there has been a steadily increasing interest in the use of games for educa...
Alongside the growing mainstream appeal of digital games, there has been an increasing amount of aca...
This research is based on the following research question: What are the pupils’ thoughts about their...
In the last few years, digital games have become increasingly popular with both ‘hardcore’ and ‘casu...
It has been suggested that digital games can be powerful learning environments that encourage active...
The potential of non-educational games in learning is well-established, but there have been relative...
AbstractThe goal of this study is to contribute to the growing literature on games and learning. We ...
This paper explores the relationship between digital games and learning along the continuum from for...
Educational functions of digital games are often seen only in the light of the serious and purposefu...
Digital games are becoming increasingly popular with the latest generation of consoles bringing game...
Digital games are becoming increasingly popular with the latest generation of consoles bringing game...
In the last two decades digital games (DG) have acquired more and more relevance in everyday life. T...
AbstractThe goal of this study is to contribute to the growing literature on games and learning. We ...
In the last two decades digital games (DG) have acquired more and more relevance in everyday life. ...
It has been argued that there is a need for more “rigorous research into what players do with games ...
In the past two decades, there has been a steadily increasing interest in the use of games for educa...
Alongside the growing mainstream appeal of digital games, there has been an increasing amount of aca...
This research is based on the following research question: What are the pupils’ thoughts about their...