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Results 1 - 20 of 46  for All Library Resources

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1
More Than Just Fun and Games: The Longitudinal Relationships Between Strategic Video Games, Self-Reported Problem Solving Skills, and Academic Grades
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More Than Just Fun and Games: The Longitudinal Relationships Between Strategic Video Games, Self-Reported Problem Solving Skills, and Academic Grades

Journal of youth and adolescence, 2013-07, Vol.42 (7), p.1041-1052 [Peer Reviewed Journal]

Springer Science+Business Media New York 2013 ;ISSN: 0047-2891 ;EISSN: 1573-6601 ;DOI: 10.1007/s10964-013-9913-9 ;PMID: 23344653 ;CODEN: JYADA6

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2
Associations Between Violent Video Gaming, Empathic Concern, and Prosocial Behavior Toward Strangers, Friends, and Family Members
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Article
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Associations Between Violent Video Gaming, Empathic Concern, and Prosocial Behavior Toward Strangers, Friends, and Family Members

Journal of youth and adolescence, 2012-05, Vol.41 (5), p.636-649 [Peer Reviewed Journal]

Springer Science+Business Media, LLC 2012 ;ISSN: 0047-2891 ;EISSN: 1573-6601 ;DOI: 10.1007/s10964-012-9742-2 ;PMID: 22302216 ;CODEN: JYADA6

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3
More Than a Just a Game: Video Game and Internet Use During Emerging Adulthood
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More Than a Just a Game: Video Game and Internet Use During Emerging Adulthood

Journal of youth and adolescence, 2010-02, Vol.39 (2), p.103-113 [Peer Reviewed Journal]

Springer Science+Business Media, LLC 2009 ;2015 INIST-CNRS ;Copyright Springer Science & Business Media Feb 2010 ;ISSN: 0047-2891 ;EISSN: 1573-6601 ;DOI: 10.1007/s10964-008-9390-8 ;PMID: 20084557 ;CODEN: JYADA6

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4
Attention Training in Autism as a Potential Approach to Improving Academic Performance: A School-Based Pilot Study
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Attention Training in Autism as a Potential Approach to Improving Academic Performance: A School-Based Pilot Study

Journal of autism and developmental disorders, 2018-02, Vol.48 (2), p.592-610 [Peer Reviewed Journal]

Springer Science+Business Media, LLC 2017 ;COPYRIGHT 2018 Springer ;Journal of Autism and Developmental Disorders is a copyright of Springer, (2017). All Rights Reserved. ;ISSN: 0162-3257 ;EISSN: 1573-3432 ;DOI: 10.1007/s10803-017-3371-2 ;PMID: 29119521

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5
The research and evaluation of serious games: Toward a comprehensive methodology
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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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6
Games, Motivation, and Learning: A Research and Practice Model
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Games, Motivation, and Learning: A Research and Practice Model

Simulation & gaming, 2002-12, Vol.33 (4), p.441-467 [Peer Reviewed Journal]

Copyright SAGE PUBLICATIONS, INC. Dec 2002 ;ISSN: 1046-8781 ;EISSN: 1552-826X ;DOI: 10.1177/1046878102238607

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7
Other-Repetition as a Resource for Participation in the Activity of Playing a Video Game
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Other-Repetition as a Resource for Participation in the Activity of Playing a Video Game

The Modern language journal (Boulder, Colo.), 2009-07, Vol.93 (2), p.153-169 [Peer Reviewed Journal]

Copyright 2009 The Modern Language Journal ;2009 The Modern Language Journal ;Copyright Blackwell Publishing Ltd. Summer 2009 ;ISSN: 0026-7902 ;ISSN: 1540-4781 ;EISSN: 1540-4781 ;DOI: 10.1111/j.1540-4781.2009.00853.x ;CODEN: MOLJA8

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8
Exploring video games and learning in South Africa: An integrative review
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Exploring video games and learning in South Africa: An integrative review

Educational technology research and development, 2020-10, Vol.68 (5), p.2775-2795 [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/s11423-020-09764-7

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9
Foreign language practice in simulation video games: An analysis of game‐based FL use dynamics
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Foreign language practice in simulation video games: An analysis of game‐based FL use dynamics

Foreign language annals, 2019-06, Vol.52 (2), p.335-357 [Peer Reviewed Journal]

2019 by American Council on the Teaching of Foreign Languages ;Copyright American Council on the Teaching of Foreign Languages Summer 2019 ;ISSN: 0015-718X ;EISSN: 1944-9720 ;DOI: 10.1111/flan.12388

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10
Second Life in higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teaching
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Second Life in higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teaching

British journal of educational technology, 2009-05, Vol.40 (3), p.414-426 [Peer Reviewed Journal]

2009 The Author. Journal compilation © 2009 Becta ;ISSN: 0007-1013 ;EISSN: 1467-8535 ;DOI: 10.1111/j.1467-8535.2009.00952.x ;CODEN: BJETAH

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11
The use of gamification in education: a bibliometric and text mining analysis
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The use of gamification in education: a bibliometric and text mining analysis

Journal of computer assisted learning, 2016-12, Vol.32 (6), p.663-676 [Peer Reviewed Journal]

2016 John Wiley & Sons Ltd ;ISSN: 0266-4909 ;EISSN: 1365-2729 ;DOI: 10.1111/jcal.12161

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12
A Large-Scale Evaluation of the KiVa Antibullying Program: Grades 4-6
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A Large-Scale Evaluation of the KiVa Antibullying Program: Grades 4-6

Child development, 2011-01, Vol.82 (1), p.311-330 [Peer Reviewed Journal]

Child Development © 2011 The Society for Research in Child Development, Inc. ;2011 The Authors. Child Development © 2011 Society for Research in Child Development, Inc. ;Copyright Blackwell Publishing Ltd. Jan/Feb 2011 ;ISSN: 0009-3920 ;EISSN: 1467-8624 ;DOI: 10.1111/j.1467-8624.2010.01557.x ;PMID: 21291444 ;CODEN: CHDEAW

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13
A mixed methods assessment of students' flow experiences during a mobile augmented reality science game
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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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14
Knowledge-construction behaviors in a mobile learning environment: a lag-sequential analysis of group differences
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Article
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Knowledge-construction behaviors in a mobile learning environment: a lag-sequential analysis of group differences

Educational technology research and development, 2021-04, Vol.69 (2), p.533-551 [Peer Reviewed Journal]

Association for Educational Communications and Technology 2021 ;COPYRIGHT 2021 Springer ;Association for Educational Communications and Technology 2021. ;ISSN: 1042-1629 ;EISSN: 1556-6501 ;DOI: 10.1007/s11423-021-09938-x

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15
INCIDENTAL VOCABULARY LEARNING THROUGH LISTENING TO SONGS
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Article
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INCIDENTAL VOCABULARY LEARNING THROUGH LISTENING TO SONGS

Studies in second language acquisition, 2019-09, Vol.41 (4), p.745-768 [Peer Reviewed Journal]

Copyright © Cambridge University Press 2019 ;ISSN: 0272-2631 ;EISSN: 1470-1545 ;DOI: 10.1017/S0272263119000020

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16
A gamification design for the classroom
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A gamification design for the classroom

Interactive technology and smart education, 2018-01, Vol.15 (1), p.28-45 [Peer Reviewed Journal]

Emerald Publishing Limited 2018 ;ISSN: 1741-5659 ;EISSN: 1758-8510 ;DOI: 10.1108/ITSE-05-2017-0028

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17
Immersive technologies and language learning
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Article
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Immersive technologies and language learning

Foreign language annals, 2018-03, Vol.51 (1), p.225-232 [Peer Reviewed Journal]

2018 by American Council on the Teaching of Foreign Languages ;Copyright American Council on the Teaching of Foreign Languages Spring 2018 ;ISSN: 0015-718X ;EISSN: 1944-9720 ;DOI: 10.1111/flan.12327

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18
An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior
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An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior

Sex roles, 1998-03, Vol.38 (5-6), p.425-442 [Peer Reviewed Journal]

1998 INIST-CNRS ;Copyright Plenum Publishing Corporation Mar 1998 ;ISSN: 0360-0025 ;EISSN: 1573-2762 ;DOI: 10.1023/a:1018709905920 ;CODEN: SROLDH

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19
Contextualized mobile game-based learning application for computing education
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Contextualized mobile game-based learning application for computing education

Education and information technologies, 2021-05, Vol.26 (3), p.2539-2562 [Peer Reviewed Journal]

The Author(s) 2020 ;COPYRIGHT 2021 Springer ;The Author(s) 2020. This work is published under http://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: 1360-2357 ;EISSN: 1573-7608 ;DOI: 10.1007/s10639-020-10373-3

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20
Digital games and language teaching and learning
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Article
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Digital games and language teaching and learning

Foreign language annals, 2018-03, Vol.51 (1), p.219-224 [Peer Reviewed Journal]

2018 by American Council on the Teaching of Foreign Languages ;Copyright American Council on the Teaching of Foreign Languages Spring 2018 ;ISSN: 0015-718X ;ISSN: 1944-9720 ;EISSN: 1944-9720 ;DOI: 10.1111/flan.12325

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