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Results 1 - 20 of 2,569  for All Library Resources

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1
NanoAdventure: Development of a Text-Based Adventure Game in English, Spanish, and Chinese for Communicating about Nanotechnology and the Nanoscale
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NanoAdventure: Development of a Text-Based Adventure Game in English, Spanish, and Chinese for Communicating about Nanotechnology and the Nanoscale

Journal of chemical education, 2023-06, Vol.100 (6), p.2269-2280 [Peer Reviewed Journal]

2023 American Chemical Society and Division of Chemical Education, Inc. ;Copyright American Chemical Society Jun 13, 2023 ;ISSN: 0021-9584 ;EISSN: 1938-1328 ;DOI: 10.1021/acs.jchemed.3c00042 ;PMID: 38221949

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2
Constructionist Gaming: Understanding the Benefits of Making Games for Learning
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Constructionist Gaming: Understanding the Benefits of Making Games for Learning

Educational psychologist, 2015-10, Vol.50 (4), p.313-334 [Peer Reviewed Journal]

The Author(s). Published with license by Taylor & Francis © Yasmin B. Kafai and Quinn Burke 2015 ;ISSN: 0046-1520 ;EISSN: 1532-6985 ;DOI: 10.1080/00461520.2015.1124022

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3
Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game
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Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game

Simulation & gaming, 2010-08, Vol.41 (4), p.587 [Peer Reviewed Journal]

ISSN: 1046-8781 ;EISSN: 1552-826X ;DOI: 10.1177/1046878108328087

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4
Checked Out? Videogame Programming in U.S. Libraries and Implications for Videogame Literacies
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Checked Out? Videogame Programming in U.S. Libraries and Implications for Videogame Literacies

Journal of adolescent & adult literacy, 2021-11, Vol.65 (3), p.227-236 [Peer Reviewed Journal]

2021 International Literacy Association ;ISSN: 1081-3004 ;EISSN: 1936-2706 ;DOI: 10.1002/jaal.1197

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5
Narrative Categorization in Digital Game-Based Learning: Engagement, Motivation & Learning
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Article
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Narrative Categorization in Digital Game-Based Learning: Engagement, Motivation & Learning

British journal of educational technology, 2021-01, Vol.52 (1), p.91 [Peer Reviewed Journal]

ISSN: 0007-1013 ;EISSN: 1467-8535 ;DOI: 10.1111/bjet.13004

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6
Serious Games as a Malleable Learning Medium: The Effects of Narrative, Gameplay, and Making on Students' Performance and Attitudes
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Serious Games as a Malleable Learning Medium: The Effects of Narrative, Gameplay, and Making on Students' Performance and Attitudes

British journal of educational technology, 2017-05, Vol.48 (3), p.842 [Peer Reviewed Journal]

ISSN: 0007-1013 ;EISSN: 1467-8535 ;DOI: 10.1111/bjet.12455

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7
Effects of Game-Based Learning on Students' Mathematics Achievement: A Meta-Analysis
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Article
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Effects of Game-Based Learning on Students' Mathematics Achievement: A Meta-Analysis

Journal of computer assisted learning, 2019-06, Vol.35 (3), p.407 [Peer Reviewed Journal]

ISSN: 0266-4909 ;EISSN: 1365-2729 ;DOI: 10.1111/jcal.12347

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8
Our Princess Is in Another Castle: A Review of Trends in Serious Gaming for Education
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Article
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Our Princess Is in Another Castle: A Review of Trends in Serious Gaming for Education

Review of educational research, 2012-03, Vol.82 (1), p.61-89 [Peer Reviewed Journal]

Copyright © 2012 American Educational Research Association ;2012 AERA ;Copyright American Educational Research Association Mar 2012 ;ISSN: 0034-6543 ;EISSN: 1935-1046 ;DOI: 10.3102/0034654312436980 ;CODEN: REDRAB

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9
Are Games Effective Learning Tools? A Review of Educational Games
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Article
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Are Games Effective Learning Tools? A Review of Educational Games

Educational Technology & Society, 2018-04, Vol.21 (2), p.74-84 [Peer Reviewed Journal]

COPYRIGHT 2018 International Forum of Educational Technology & Society ;COPYRIGHT 2018 International Forum of Educational Technology & Society ;2018. This work is published under https://creativecommons.org/licenses/by-nc-nd/3.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 1176-3647 ;ISSN: 1436-4522 ;EISSN: 1436-4522

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10
Gamifying Programming Education in K-12: A Review of Programming Curricula in Seven Countries and Programming Games
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Article
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Gamifying Programming Education in K-12: A Review of Programming Curricula in Seven Countries and Programming Games

British journal of educational technology, 2019-07, Vol.50 (4), p.1979 [Peer Reviewed Journal]

ISSN: 0007-1013 ;EISSN: 1467-8535 ;DOI: 10.1111/bjet.12685

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11
Designing and integrating purposeful learning in game play: a systematic review
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Article
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Designing and integrating purposeful learning in game play: a systematic review

Educational technology research and development, 2016-04, Vol.64 (2), p.219-244 [Peer Reviewed Journal]

2016 Association for Educational Communications and Technology ;Association for Educational Communications and Technology 2015 ;COPYRIGHT 2016 Springer ;Association for Educational Communications and Technology 2016 ;ISSN: 1042-1629 ;EISSN: 1556-6501 ;DOI: 10.1007/s11423-015-9418-1

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12
Student-centred digital game–based learning: a conceptual framework and survey of the state of the art
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Article
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Student-centred digital game–based learning: a conceptual framework and survey of the state of the art

Higher education, 2020-03, Vol.79 (3), p.415-457 [Peer Reviewed Journal]

The Author(s) 2019 ;COPYRIGHT 2020 Springer ;Higher Education is a copyright of Springer, (2019). All Rights Reserved. This work is published under https://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 0018-1560 ;EISSN: 1573-174X ;DOI: 10.1007/s10734-019-00417-0

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13
Higher education instructors' intention to use educational video games: an fsQCA approach
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Article
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Higher education instructors' intention to use educational video games: an fsQCA approach

Educational technology research and development, 2019-12, Vol.67 (6), p.1455-1478 [Peer Reviewed Journal]

2019 Association for Educational Communications & Technology ;Association for Educational Communications and Technology 2019 ;COPYRIGHT 2019 Springer ;Educational Technology Research and Development is a copyright of Springer, (2019). All Rights Reserved. ;ISSN: 1042-1629 ;EISSN: 1556-6501 ;DOI: 10.1007/s11423-019-09656-5

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14
Mining Learning and Crafting Scientific Experiments: A Literature Review on the Use of Minecraft in Education and Research
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Article
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Mining Learning and Crafting Scientific Experiments: A Literature Review on the Use of Minecraft in Education and Research

Educational technology & society, 2016-04, Vol.19 (2), p.355-366 [Peer Reviewed Journal]

Copyright 2016 by International Forum of Educational Technology & Society (IFETS) ;COPYRIGHT 2016 International Forum of Educational Technology & Society ;COPYRIGHT 2016 International Forum of Educational Technology & Society ;2016. This work is published under https://creativecommons.org/licenses/by-nc-nd/3.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 1176-3647 ;ISSN: 1436-4522 ;EISSN: 1436-4522

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15
Mechanics and Experience in Call of Duty: Modern Warfare: Opportunities for Civic Empathy
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Article
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Mechanics and Experience in Call of Duty: Modern Warfare: Opportunities for Civic Empathy

Simulation & gaming, 2023-04, Vol.54 (2), p.167-183 [Peer Reviewed Journal]

The Author(s) 2023 ;ISSN: 1046-8781 ;EISSN: 1552-826X ;DOI: 10.1177/10468781231156187

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16
Digital Games as Media for Teaching and Learning: A Template for Critical Evaluation
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Article
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Digital Games as Media for Teaching and Learning: A Template for Critical Evaluation

Simulation & gaming, 2023-06, Vol.54 (3), p.348-374 [Peer Reviewed Journal]

The Author(s) 2023 ;info:eu-repo/semantics/openAccess ;ISSN: 1046-8781 ;ISSN: 1552-826X ;EISSN: 1552-826X ;DOI: 10.1177/10468781231166213

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17
Programming Video Games and Simulations in Science Education: Exploring Computational Thinking through Code Analysis
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Article
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Programming Video Games and Simulations in Science Education: Exploring Computational Thinking through Code Analysis

Interactive learning environments, 2018-04, Vol.26 (3), p.386 [Peer Reviewed Journal]

ISSN: 1049-4820 ;EISSN: 1744-5191 ;DOI: 10.1080/10494820.2017.1337036

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18
The effects of competition in digital game-based learning (DGBL): a meta-analysis
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Article
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The effects of competition in digital game-based learning (DGBL): a meta-analysis

Educational technology research and development, 2020-08, Vol.68 (4), p.1855-1873 [Peer Reviewed Journal]

Association for Educational Communications and Technology 2020 ;COPYRIGHT 2020 Springer ;Association for Educational Communications and Technology 2020. ;ISSN: 1042-1629 ;EISSN: 1556-6501 ;DOI: 10.1007/s11423-020-09794-1

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19
Video Games in the Secondary English Language Arts Classroom: A State‐of‐the‐Art Review of the Literature
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Article
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Video Games in the Secondary English Language Arts Classroom: A State‐of‐the‐Art Review of the Literature

Reading research quarterly, 2022-07, Vol.57 (3), p.957-981 [Peer Reviewed Journal]

2021 International Literacy Association ;Copyright © 2022 International Literacy Association ;ISSN: 0034-0553 ;EISSN: 1936-2722 ;DOI: 10.1002/rrq.454

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20
Using the Roblox Video Game Engine for Creating Virtual tours and Learning about the Sculptural Heritage
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Article
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Using the Roblox Video Game Engine for Creating Virtual tours and Learning about the Sculptural Heritage

International journal of emerging technologies in learning, 2020-01, Vol.15 (20), p.268 [Peer Reviewed Journal]

2020. This work is published under http://creativecommons.org/licenses/by/3.0/at/deed.en_GB (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 1863-0383 ;EISSN: 1863-0383 ;DOI: 10.3991/ijet.v15i20.16535

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