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1
Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis
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Article
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Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis

Review of educational research, 2016-03, Vol.86 (1), p.79-122 [Peer Reviewed Journal]

2015 The Author(s) ;ISSN: 0034-6543 ;EISSN: 1935-1046 ;DOI: 10.3102/0034654315582065

Digital Resources/Online E-Resources

2
Development of a personalized educational computer game based on students' learning styles
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Article
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Development of a personalized educational computer game based on students' learning styles

Educational technology research and development, 2012-08, Vol.60 (4), p.623-638 [Peer Reviewed Journal]

2012 Association for Educational Communications and Technology ;Association for Educational Communications and Technology 2012 ;COPYRIGHT 2012 Springer ;ISSN: 1042-1629 ;EISSN: 1556-6501 ;DOI: 10.1007/s11423-012-9241-x

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3
The Effect of Computer Game-Based Learning on FL Vocabulary Transferability
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Article
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The Effect of Computer Game-Based Learning on FL Vocabulary Transferability

Educational Technology & Society, 2017-01, Vol.20 (1), p.123-133 [Peer Reviewed Journal]

COPYRIGHT 2017 International Forum of Educational Technology & Society ;COPYRIGHT 2017 International Forum of Educational Technology & Society ;2017. 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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4
The research and evaluation of serious games: Toward a comprehensive methodology
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Article
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The research and evaluation of serious games: Toward a comprehensive methodology

British journal of educational technology, 2014-05, Vol.45 (3), p.502-527 [Peer Reviewed Journal]

2013 British Educational Research Association ;ISSN: 0007-1013 ;EISSN: 1467-8535 ;DOI: 10.1111/bjet.12067 ;CODEN: BJETAH

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5
What are the learning affordances of 3-D virtual environments?
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Article
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What are the learning affordances of 3-D virtual environments?

British journal of educational technology, 2010-01, Vol.41 (1), p.10-32 [Peer Reviewed Journal]

2009 The Authors. Journal compilation © 2009 Becta ;ISSN: 0007-1013 ;EISSN: 1467-8535 ;DOI: 10.1111/j.1467-8535.2009.01038.x ;CODEN: BJETAH

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6
Social Robots as Embedded Reinforcers of Social Behavior in Children with Autism
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Article
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Social Robots as Embedded Reinforcers of Social Behavior in Children with Autism

Journal of autism and developmental disorders, 2013-05, Vol.43 (5), p.1038-1049 [Peer Reviewed Journal]

Springer Science+Business Media, LLC 2012 ;2015 INIST-CNRS ;COPYRIGHT 2013 Springer ;Springer Science+Business Media New York 2013 ;ISSN: 0162-3257 ;EISSN: 1573-3432 ;DOI: 10.1007/s10803-012-1645-2 ;PMID: 23111617 ;CODEN: JADDDQ

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7
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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8
Designing Serious Game Interventions for Individuals with Autism
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Article
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Designing Serious Game Interventions for Individuals with Autism

Journal of autism and developmental disorders, 2015-12, Vol.45 (12), p.3820-3831 [Peer Reviewed Journal]

Springer Science+Business Media New York 2014 ;COPYRIGHT 2015 Springer ;Springer Science+Business Media New York 2015 ;ISSN: 0162-3257 ;EISSN: 1573-3432 ;DOI: 10.1007/s10803-014-2333-1 ;PMID: 25488121 ;CODEN: JADDDQ

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9
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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10
A Learning Style Perspective to Investigate the Necessity of Developing Adaptive Learning Systems
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Article
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A Learning Style Perspective to Investigate the Necessity of Developing Adaptive Learning Systems

Educational technology & society, 2013-04, Vol.16 (2), p.188-197 [Peer Reviewed Journal]

Copyright 2013 by International Forum of Educational Technology & Society (IFETS) ;COPYRIGHT 2013 International Forum of Educational Technology & Society ;COPYRIGHT 2013 International Forum of Educational Technology & Society ;2013. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the associated terms available at https://www.j-ets.net/ETS/guide.html ;ISSN: 1176-3647 ;ISSN: 1436-4522 ;EISSN: 1436-4522

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11
A mixed methods assessment of students' flow experiences during a mobile augmented reality science game
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Article
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A mixed methods assessment of students' flow experiences during a mobile augmented reality science game

Journal of computer assisted learning, 2013-12, Vol.29 (6), p.505-517 [Peer Reviewed Journal]

2013 John Wiley & Sons Ltd ;2015 INIST-CNRS ;ISSN: 0266-4909 ;EISSN: 1365-2729 ;DOI: 10.1111/jcal.12008

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12
Understanding Online Business Simulation Games: The Role of Flow Experience, Perceived Enjoyment and Personal Innovativeness
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Article
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Understanding Online Business Simulation Games: The Role of Flow Experience, Perceived Enjoyment and Personal Innovativeness

Australasian Journal of Educational Technology, 2019-01, Vol.35 (3), p.71 [Peer Reviewed Journal]

ISSN: 1449-5554 ;ISSN: 1449-3098 ;EISSN: 1449-5554 ;DOI: 10.14742/ajet.3862

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13
Using Robotics and Game Design to Enhance Children's Self-Efficacy, STEM Attitudes, and Computational Thinking Skills
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Article
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Using Robotics and Game Design to Enhance Children's Self-Efficacy, STEM Attitudes, and Computational Thinking Skills

Journal of science education and technology, 2016-12, Vol.25 (6), p.860-876 [Peer Reviewed Journal]

Springer Science+Business Media 2016 ;Springer Science+Business Media New York 2016 ;COPYRIGHT 2016 Springer ;Journal of Science Education and Technology is a copyright of Springer, (2016). All Rights Reserved. ;ISSN: 1059-0145 ;EISSN: 1573-1839 ;DOI: 10.1007/s10956-016-9628-2

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14
Internet Gaming Addiction: A Systematic Review of Empirical Research
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Article
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Internet Gaming Addiction: A Systematic Review of Empirical Research

International journal of mental health and addiction, 2012-04, Vol.10 (2), p.278-296 [Peer Reviewed Journal]

Springer Science+Business Media, LLC 2011 ;Springer Science+Business Media, LLC 2011. ;ISSN: 1557-1874 ;EISSN: 1557-1882 ;DOI: 10.1007/s11469-011-9318-5

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15
Impacts of augmented reality and a digital game on students’ science learning with reflection prompts in multimedia learning
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Article
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Impacts of augmented reality and a digital game on students’ science learning with reflection prompts in multimedia learning

Educational technology research and development, 2020-12, Vol.68 (6), p.3057-3076 [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/s11423-020-09834-w

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16
Working memory and cognitive flexibility-training for children with an autism spectrum disorder: a randomized controlled trial
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Article
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Working memory and cognitive flexibility-training for children with an autism spectrum disorder: a randomized controlled trial

Journal of child psychology and psychiatry, 2015-05, Vol.56 (5), p.566-576 [Peer Reviewed Journal]

2014 Association for Child and Adolescent Mental Health. ;Copyright © 2015 Association for Child and Adolescent Mental Health ;ISSN: 0021-9630 ;EISSN: 1469-7610 ;DOI: 10.1111/jcpp.12324 ;PMID: 25256627

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17
Investigating Engagement and Flow with a Placed-Based Immersive Virtual Reality Game
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Article
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Investigating Engagement and Flow with a Placed-Based Immersive Virtual Reality Game

Journal of science education and technology, 2021-06, Vol.30 (3), p.347-360 [Peer Reviewed Journal]

Springer Nature B.V. 2020. Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law. ;COPYRIGHT 2021 Springer ;Springer Nature B.V. 2020. ;ISSN: 1059-0145 ;EISSN: 1573-1839 ;DOI: 10.1007/s10956-020-09870-4

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18
The effect of educational computer games on students’ academic achievements and attitudes towards English lesson
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Article
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The effect of educational computer games on students’ academic achievements and attitudes towards English lesson

Education and information technologies, 2020-11, Vol.25 (6), p.5339-5356 [Peer Reviewed Journal]

Springer Science+Business Media, LLC, part of Springer Nature 2020 ;COPYRIGHT 2020 Springer ;Springer Science+Business Media, LLC, part of Springer Nature 2020. ;ISSN: 1360-2357 ;EISSN: 1573-7608 ;DOI: 10.1007/s10639-020-10216-1

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19
A systematic review of the use of gamification in flipped learning
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Article
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A systematic review of the use of gamification in flipped learning

Education and information technologies, 2021-05, Vol.26 (3), p.3327-3346 [Peer Reviewed Journal]

Springer Science+Business Media, LLC, part of Springer Nature 2021 ;COPYRIGHT 2021 Springer ;Springer Science+Business Media, LLC, part of Springer Nature 2021. ;ISSN: 1360-2357 ;EISSN: 1573-7608 ;DOI: 10.1007/s10639-020-10394-y

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20
Use of Computer-Assisted Technologies (CAT) to Enhance Social, Communicative, and Language Development in Children with Autism Spectrum Disorders
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Article
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Use of Computer-Assisted Technologies (CAT) to Enhance Social, Communicative, and Language Development in Children with Autism Spectrum Disorders

Journal of autism and developmental disorders, 2013-02, Vol.43 (2), p.301-322 [Peer Reviewed Journal]

Springer Science+Business Media, LLC 2012 ;2015 INIST-CNRS ;Springer Science+Business Media New York 2013 ;ISSN: 0162-3257 ;EISSN: 1573-3432 ;DOI: 10.1007/s10803-012-1571-3 ;PMID: 22706582 ;CODEN: JADDDQ

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