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Results 1 - 20 of 343  for All Library Resources

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1
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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2
Engaging by Design: How Engagement Strategies in Popular Computer and Video Games Can Inform Instructional Design
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Article
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Engaging by Design: How Engagement Strategies in Popular Computer and Video Games Can Inform Instructional Design

Educational technology research and development, 2005-01, Vol.53 (2), p.67-83 [Peer Reviewed Journal]

Copyright 2005 Association for Educational Communications and Technology ;2005 INIST-CNRS ;Copyright Association for Educational Communications & Technology 2005 ;ISSN: 1042-1629 ;EISSN: 1556-6501 ;DOI: 10.1007/BF02504866 ;CODEN: ETRDE5

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3
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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4
Designing role-playing video games for ethical thinking
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Article
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Designing role-playing video games for ethical thinking

Educational technology research and development, 2017-08, Vol.65 (4), p.831-868 [Peer Reviewed Journal]

2017 Association for Educational Communicational & Technology ;Association for Educational Communications and Technology 2016 ;COPYRIGHT 2017 Springer ;Educational Technology Research and Development is a copyright of Springer, 2017. ;ISSN: 1042-1629 ;EISSN: 1556-6501 ;DOI: 10.1007/s11423-016-9489-7

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5
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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6
The designability paradox: rethinking authenticity and situatedness in educational video games
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Article
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The designability paradox: rethinking authenticity and situatedness in educational video games

Educational technology research and development, 2021-04, Vol.69 (2), p.497-513 [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/s11423-021-09992-5

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7
Exploring students’ behavioral patterns when playing educational games with learning supports at different timings
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Article
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Exploring students’ behavioral patterns when playing educational games with learning supports at different timings

Educational technology research and development, 2022-08, Vol.70 (4), p.1441-1471 [Peer Reviewed Journal]

Association for Educational Communications and Technology 2022 ;Association for Educational Communications and Technology 2022. ;COPYRIGHT 2022 Springer ;ISSN: 1042-1629 ;EISSN: 1556-6501 ;DOI: 10.1007/s11423-022-10125-9 ;PMID: 35669695

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8
Motivational engagement and video gaming: a mixed methods study
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Article
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Motivational engagement and video gaming: a mixed methods study

Educational technology research and development, 2010-06, Vol.58 (3), p.245-270 [Peer Reviewed Journal]

2010 Association for Educational Communications and Technology ;Association for Educational Communications and Technology 2009 ;COPYRIGHT 2010 Springer ;Copyright Springer Science & Business Media Jun 2010 ;ISSN: 1042-1629 ;EISSN: 1556-6501 ;DOI: 10.1007/s11423-009-9134-9

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9
You cannot do this alone! Increasing task interdependence in cooperative educational videogames to encourage collaboration
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Article
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You cannot do this alone! Increasing task interdependence in cooperative educational videogames to encourage collaboration

Educational technology research and development, 2017-08, Vol.65 (4), p.993-1014 [Peer Reviewed Journal]

2017 Association for Educational Communicational & Technology ;Association for Educational Communications and Technology 2017 ;COPYRIGHT 2017 Springer ;Educational Technology Research and Development is a copyright of Springer, 2017. ;ISSN: 1042-1629 ;EISSN: 1556-6501 ;DOI: 10.1007/s11423-017-9511-8

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10
Narrative-supported math problem solving in digital game-based learning
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Article
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Narrative-supported math problem solving in digital game-based learning

Educational technology research and development, 2022-08, Vol.70 (4), p.1261-1281 [Peer Reviewed Journal]

This is a U.S. Government work and not under copyright protection in the US; foreign copyright protection may apply 2022 ;COPYRIGHT 2022 Springer ;This is a U.S. Government work and not under copyright protection in the US; foreign copyright protection may apply 2022. ;ISSN: 1042-1629 ;EISSN: 1556-6501 ;DOI: 10.1007/s11423-022-10129-5

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11
Designing feedback in an immersive videogame: supporting student mathematical engagement
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Article
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Designing feedback in an immersive videogame: supporting student mathematical engagement

Educational technology research and development, 2016-02, Vol.64 (1), p.65-86 [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/s11423-015-9411-8

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12
We game on skyscrapers: the effects of an equity-informed game design workshop on students’ computational thinking skills and perceptions of computer science
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Article
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We game on skyscrapers: the effects of an equity-informed game design workshop on students’ computational thinking skills and perceptions of computer science

Educational technology research and development, 2021-10, Vol.69 (5), p.2683-2703 [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/s11423-021-10031-6

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13
Co-teaching with an immersive digital game: supporting teacher-game instructional partnerships
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Article
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Co-teaching with an immersive digital game: supporting teacher-game instructional partnerships

Educational technology research and development, 2021-06, Vol.69 (3), p.1453-1475 [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/s11423-021-10000-z

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14
Connecting learning and playing: the effects of in-game cognitive supports on the development and transfer of computational thinking skills
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Article
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Connecting learning and playing: the effects of in-game cognitive supports on the development and transfer of computational thinking skills

Educational technology research and development, 2022-10, Vol.70 (5), p.1867-1891 [Peer Reviewed Journal]

Association for Educational Communications and Technology 2022. Springer Nature or its licensor 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 2022 Springer ;ISSN: 1042-1629 ;EISSN: 1556-6501 ;DOI: 10.1007/s11423-022-10145-5

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15
The impacts of peer competition-based science gameplay on conceptual knowledge, intrinsic motivation, and learning behavioral patterns
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Article
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The impacts of peer competition-based science gameplay on conceptual knowledge, intrinsic motivation, and learning behavioral patterns

Educational technology research and development, 2019-02, Vol.67 (1), p.179-198 [Peer Reviewed Journal]

2019 Association for Educational Communications & Technology ;Association for Educational Communications and Technology 2018 ;COPYRIGHT 2019 Springer ;Educational Technology Research and Development is a copyright of Springer, (2018). All Rights Reserved. ;ISSN: 1042-1629 ;EISSN: 1556-6501 ;DOI: 10.1007/s11423-018-9635-5

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16
Mobile entanglements and communitas: the embodied nature of play in Pokémon Go
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Article
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Mobile entanglements and communitas: the embodied nature of play in Pokémon Go

Educational technology research and development, 2021-08, Vol.69 (4), p.1955-1985 [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/s11423-020-09930-x

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17
A critical review of digital storyline-enhanced learning
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Article
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A critical review of digital storyline-enhanced learning

Educational technology research and development, 2015-06, Vol.63 (3), p.431-453 [Peer Reviewed Journal]

2015 Association for Educational Communications and Technology ;Association for Educational Communications and Technology 2015 ;COPYRIGHT 2015 Springer ;ISSN: 1042-1629 ;EISSN: 1556-6501 ;DOI: 10.1007/s11423-015-9372-y

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18
Using digital board games for genuine communication in EFL classrooms
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Article
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Using digital board games for genuine communication in EFL classrooms

Educational technology research and development, 2014-04, Vol.62 (2), p.209-226 [Peer Reviewed Journal]

2014 Association for Educational Communications and Technology ;Association for Educational Communications and Technology 2014 ;COPYRIGHT 2014 Springer ;ISSN: 1042-1629 ;EISSN: 1556-6501 ;DOI: 10.1007/s11423-013-9329-y

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19
Self-efficacy relevant to competitive anxiety and gameplay interest in the one-on-one competition setting
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Article
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Self-efficacy relevant to competitive anxiety and gameplay interest in the one-on-one competition setting

Educational technology research and development, 2015-10, Vol.63 (5), p.791-807 [Peer Reviewed Journal]

2015 Association for Educational Communications and Technology ;Association for Educational Communications and Technology 2015 ;COPYRIGHT 2015 Springer ;ISSN: 1042-1629 ;EISSN: 1556-6501 ;DOI: 10.1007/s11423-015-9389-2

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20
Does recreational computer use affect high school achievement?
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Article
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Does recreational computer use affect high school achievement?

Educational technology research and development, 2013-02, Vol.61 (1), p.51-69 [Peer Reviewed Journal]

2013 Association for Educational Communications and Technology ;Association for Educational Communications and Technology 2012 ;COPYRIGHT 2013 Springer ;Association for Educational Communications and Technology 2013 ;ISSN: 1042-1629 ;EISSN: 1556-6501 ;DOI: 10.1007/s11423-012-9274-1

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Results 1 - 20 of 343  for All Library Resources

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