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1
Video Games & the Novel
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Video Games & the Novel

Daedalus (Cambridge, Mass.), 2021-01, Vol.150 (1), p.178-187 [Peer Reviewed Journal]

2021 by the American Academy of Arts & Sciences ;Copyright MIT Press Winter 2021 ;ISSN: 0011-5266 ;EISSN: 1548-6192 ;DOI: 10.1162/daed_a_01841

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2
PLAYING WITH MENTAL ISSUES – ENTERTAINING VIDEO GAMES AS A MEANS FOR MENTAL HEALTH EDUCATION? PLAYING WITH MENTAL ISSUES – ENTERTAINING VIDEO GAMES AS A MEANS FOR MENTAL HEALTH EDUCATION?
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PLAYING WITH MENTAL ISSUES – ENTERTAINING VIDEO GAMES AS A MEANS FOR MENTAL HEALTH EDUCATION? PLAYING WITH MENTAL ISSUES – ENTERTAINING VIDEO GAMES AS A MEANS FOR MENTAL HEALTH EDUCATION?

Digital culture & education, 2021-09, Vol.13 (2), p.94-110

EISSN: 1836-8301

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3
Are Games Effective Learning Tools? A Review of Educational Games
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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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4
Playing War: Military Video Games after 9/11 by Matthew Payne (review)
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Playing War: Military Video Games after 9/11 by Matthew Payne (review)

Canadian review of comparative literature, 2018, Vol.45 (3), p.512-515 [Peer Reviewed Journal]

Copyright © Canadian Comparative Literature Association / Association Canadienne de Littérature Comp ;ISSN: 0319-051X ;EISSN: 1913-9659 ;DOI: 10.1353/crc.2018.0050

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5
Mining Learning and Crafting Scientific Experiments: A Literature Review on the Use of Minecraft in Education and Research
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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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6
Actually existing vitality rights: resisting neoliberal affects at a video game design camp
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Article
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Actually existing vitality rights: resisting neoliberal affects at a video game design camp

English teaching : practice and critique, 2023-06, Vol.22 (2), p.247-260 [Peer Reviewed Journal]

Emerald Publishing Limited ;Emerald Publishing Limited. ;ISSN: 1175-8708 ;ISSN: 2059-5727 ;EISSN: 1175-8708 ;DOI: 10.1108/ETPC-08-2022-0104

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7
Pedagogical Change in Mathematics Learning: Harnessing the Power of Digital Game-Based Learning
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Pedagogical Change in Mathematics Learning: Harnessing the Power of Digital Game-Based Learning

Educational Technology & Society, 2018-10, Vol.21 (4), p.259-276 [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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8
Exploring the Research Trajectory of Digital Game-based Learning: A Citation Network Analysis
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Exploring the Research Trajectory of Digital Game-based Learning: A Citation Network Analysis

Educational Technology & Society, 2023-01, Vol.26 (1), p.45-61 [Peer Reviewed Journal]

COPYRIGHT 2023 International Forum of Educational Technology & Society ;2023. 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 ;DOI: 10.30191/ETS.202301_26(1).0004

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9
Exploring Application, Attitudes and Integration of Video Games: MinecraftEdu in Middle School
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Exploring Application, Attitudes and Integration of Video Games: MinecraftEdu in Middle School

Educational technology & society, 2015-07, Vol.18 (3), p.114-128 [Peer Reviewed Journal]

Copyright 2015 by International Forum of Educational Technology & Society (IFETS) ;COPYRIGHT 2015 International Forum of Educational Technology & Society ;COPYRIGHT 2015 International Forum of Educational Technology & Society ;2015. 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
The Online Ecology of Literacy and Language Practices of a Gamer
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The Online Ecology of Literacy and Language Practices of a Gamer

Educational Technology & Society, 2018-07, Vol.21 (3), p.199-212 [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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11
Open-Ended Tasks Promote Creativity in Minecraft
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Open-Ended Tasks Promote Creativity in Minecraft

Educational Technology & Society, 2022-04, Vol.25 (2), p.105-116 [Peer Reviewed Journal]

COPYRIGHT 2022 International Forum of Educational Technology & Society ;2022. 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 ;DOI: 10.30191/ETS.202204_25(2).0008

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12
Play the game, live the story: pushing narrative boundaries with young adult videogames
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Article
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Play the game, live the story: pushing narrative boundaries with young adult videogames

English teaching : practice and critique, 2023-06, Vol.22 (2), p.234-246 [Peer Reviewed Journal]

Emerald Publishing Limited ;Emerald Publishing Limited. ;ISSN: 1175-8708 ;ISSN: 2059-5727 ;EISSN: 1175-8708 ;DOI: 10.1108/ETPC-08-2022-0105

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13
Student Game Design as a Literacy Practice: A 10-Year Review
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Article
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Student Game Design as a Literacy Practice: A 10-Year Review

Educational Technology & Society, 2020-01, Vol.23 (1), p.50-63 [Peer Reviewed Journal]

COPYRIGHT 2020 International Forum of Educational Technology & Society ;COPYRIGHT 2020 International Forum of Educational Technology & Society ;2020. 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 ;DOI: 10.30191/ETS.202001_23(1).0004

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14
"Silent Hill": Adapting a Video Game
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Article
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"Silent Hill": Adapting a Video Game

Literature film quarterly, 2013-10, Vol.41 (4), p.266-277 [Peer Reviewed Journal]

Copyright 2013 Salisbury University ;COPYRIGHT 2013 Salisbury State University ;COPYRIGHT 2013 Salisbury State University ;Copyright Salisbury University 2013 ;ISSN: 0090-4260 ;EISSN: 2573-7597

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15
Simplifying the Creation of Adventure Serious Games with Educational Oriented Features
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Article
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Simplifying the Creation of Adventure Serious Games with Educational Oriented Features

Educational Technology & Society, 2019-07, Vol.22 (3), p.32-46 [Peer Reviewed Journal]

COPYRIGHT 2019 International Forum of Educational Technology & Society ;2019. 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 ;DOI: 10.30191/ETS.201907_22(3).0004

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16
The Ludic Impact of Horror Games on the Body: Until Dawn, Amnesia: The Dark Descent, and Alien: Isolation
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Article
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The Ludic Impact of Horror Games on the Body: Until Dawn, Amnesia: The Dark Descent, and Alien: Isolation

Hungarian journal of English and American studies, 2023-11, Vol.29 (2), p.381-400 [Peer Reviewed Journal]

Author(s) 2023 ;2023. This work is published under http://creativecommons.org/licenses/by-nc-nd/4.0 (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 1218-7364 ;DOI: 10.30608/hjeas/2023/29/2/9

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17
Game-Based Assessment of Persistence
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Article
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Game-Based Assessment of Persistence

Educational technology & society, 2014-01, Vol.17 (1), p.17-28 [Peer Reviewed Journal]

Copyright 2014 by International Forum of Educational Technology & Society (IFETS) ;COPYRIGHT 2014 International Forum of Educational Technology & Society ;COPYRIGHT 2014 International Forum of Educational Technology & Society ;2014. 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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18
Practising Arithmetic Using Educational Video Games with an Interpersonal Computer
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Article
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Practising Arithmetic Using Educational Video Games with an Interpersonal Computer

Educational technology & society, 2014-07, Vol.17 (3), p.343-358 [Peer Reviewed Journal]

Copyright 2014 by International Forum of Educational Technology & Society (IFETS) ;COPYRIGHT 2014 International Forum of Educational Technology & Society ;COPYRIGHT 2014 International Forum of Educational Technology & Society ;2014. 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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19
Sex, Lies, and Video Games: Ever, Jane
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Article
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Sex, Lies, and Video Games: Ever, Jane

Persuasions : the Jane Austen journal online, 2020-04, Vol.40 (2)

2020. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the associated terms available at http://jasna.org/terms-of-use/ . ;EISSN: 1559-7520

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20
Confessions of a Thirty‐Something English Professor and Gamer: TEDx and the Importance of Video Games
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Article
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Confessions of a Thirty‐Something English Professor and Gamer: TEDx and the Importance of Video Games

Popular culture review, 2014, Vol.25 (2), p.44-54 [Peer Reviewed Journal]

2014 The Authors ;ISSN: 1060-8125 ;EISSN: 2831-865X ;DOI: 10.1002/j.2831-865X.2014.tb00642.x

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