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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
A quantitative approach to pre-service primary school teachers’ attitudes towards collaborative learning with video games: previous experience with video games can make the difference
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Article
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A quantitative approach to pre-service primary school teachers’ attitudes towards collaborative learning with video games: previous experience with video games can make the difference

International Journal of Educational Technology in Higher Education, 2017-05, Vol.14 (1), p.1-18, Article 11 [Peer Reviewed Journal]

The Author(s) 2017 ;2017. 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: 2365-9440 ;EISSN: 2365-9440 ;DOI: 10.1186/s41239-017-0050-5

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3
Games as Text, Games as Action: VIDEO GAMES IN THE ENGLISH CLASSROOM
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Article
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Games as Text, Games as Action: VIDEO GAMES IN THE ENGLISH CLASSROOM

Journal of adolescent & adult literacy, 2014-03, Vol.57 (6), p.433-439 [Peer Reviewed Journal]

Copyright © 2014 International Reading Association ;Copyright Int Reading Association Mar 2014 ;ISSN: 1081-3004 ;EISSN: 1936-2706 ;DOI: 10.1002/jaal.275

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4
Video Games and English as a Second Language: The Effect of Massive Multiplayer Online Video Games on the Willingness to Communicate and Communicative Anxiety of College Students in Puerto Rico
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Article
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Video Games and English as a Second Language: The Effect of Massive Multiplayer Online Video Games on the Willingness to Communicate and Communicative Anxiety of College Students in Puerto Rico

American journal of play, 2019-04, Vol.11 (3), p.379-410 [Peer Reviewed Journal]

COPYRIGHT 2019 The Strong ;Copyright The Strong Spring 2019 ;ISSN: 1938-0399 ;EISSN: 1938-0402

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5
Factors affecting the Acceptance of Video Games as a Tool to improve students’ academic performance in Physical Education
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Article
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Factors affecting the Acceptance of Video Games as a Tool to improve students’ academic performance in Physical Education

Education and information technologies, 2023-05, Vol.28 (5), p.5717-5737 [Peer Reviewed Journal]

The Author(s) 2022 ;ISSN: 1360-2357 ;EISSN: 1573-7608 ;DOI: 10.1007/s10639-022-11295-y

Digital Resources/Online E-Resources

6
Video games: play that can do serious good
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Article
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Video games: play that can do serious good

American journal of play, 2014-10, Vol.7 (1), p.50 [Peer Reviewed Journal]

COPYRIGHT 2014 The Strong ;Copyright The Strong Fall 2014 ;ISSN: 1938-0399 ;EISSN: 1938-0402

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7
Do pro-social video games promote moral activity?: an analysis of user reviews of Papers, Please
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Article
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Do pro-social video games promote moral activity?: an analysis of user reviews of Papers, Please

Education and information technologies, 2022-09, Vol.27 (8), p.11411-11442 [Peer Reviewed Journal]

The Author(s) 2022 ;COPYRIGHT 2022 Springer ;The Author(s) 2022. 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/s10639-022-11072-x

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8
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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9
Dewey and video games: From education through occupations to education through simulations
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Article
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Dewey and video games: From education through occupations to education through simulations

Educational theory, 2015-02, Vol.65 (1), p.1-20 [Peer Reviewed Journal]

2015 Board of Trustees | University of Illinois ;ISSN: 1741-5446 ;ISSN: 0013-2004 ;EISSN: 1741-5446 ;DOI: 10.1111/edth.12092 ;CODEN: EDTHAD

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10
The Effect of Age on Teachers' Intention to Use Educational Video Games: A TAM Approach
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Article
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The Effect of Age on Teachers' Intention to Use Educational Video Games: A TAM Approach

Electronic journal of e-Learning, 2017-08, Vol.15 (4), p.355 [Peer Reviewed Journal]

Copyright Academic Conferences International Limited Aug 2017 ;ISSN: 1479-4403 ;EISSN: 1479-4403

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11
Students' and Teachers' Perceptions of Using Video Games to Enhance Science Instruction
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Article
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Students' and Teachers' Perceptions of Using Video Games to Enhance Science Instruction

Journal of science education and technology, 2013-10, Vol.22 (5), p.667-680 [Peer Reviewed Journal]

2013 Springer Science+Business Media ;Springer Science+Business Media New York 2012 ;COPYRIGHT 2013 Springer ;Journal of Science Education and Technology is a copyright of Springer, (2012). All Rights Reserved. ;ISSN: 1059-0145 ;EISSN: 1573-1839 ;DOI: 10.1007/s10956-012-9421-9

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

Digital Resources/Online E-Resources

14
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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15
"I Forgot I Wasn't Saving the World": the Use of Formative and Summative Assessment in Instructional Video Games for Undergraduate Biology
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Article
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"I Forgot I Wasn't Saving the World": the Use of Formative and Summative Assessment in Instructional Video Games for Undergraduate Biology

Journal of science education and technology, 2017-12, Vol.26 (6), p.597-612 [Peer Reviewed Journal]

Springer Science+Business Media, LLC 2017 ;COPYRIGHT 2017 Springer ;Journal of Science Education and Technology is a copyright of Springer, (2017). All Rights Reserved. ;ISSN: 1059-0145 ;EISSN: 1573-1839 ;DOI: 10.1007/s10956-017-9701-5

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16
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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17
Stealth Assessment : Measuring and Supporting Learning in Video Games
Material Type:
Book
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Stealth Assessment : Measuring and Supporting Learning in Video Games

https://creativecommons.org/licenses/by-nc-nd/4.0/legalcode ;ISBN: 9780262518819 ;ISBN: 0262518813 ;ISBN: 9780262315210 ;ISBN: 0262315211 ;EISBN: 9780262315210 ;EISBN: 0262315211 ;DOI: 10.7551/mitpress/9589.001.0001 ;OCLC: 1051062671 ;OCLC: 847728053

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18
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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19
Enhancing adolescent reasoning skills through a video game program
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Article
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Enhancing adolescent reasoning skills through a video game program

Education and information technologies, 2023-10, Vol.28 (10), p.12737-12756 [Peer Reviewed Journal]

The Author(s) 2023. 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. ;ISSN: 1360-2357 ;EISSN: 1573-7608 ;DOI: 10.1007/s10639-023-11691-y

Digital Resources/Online E-Resources

20
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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