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1
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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2
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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3
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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4
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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5
Development of an Adaptive Game-Based Diagnostic and Remedial Learning System Based on the Concept-Effect Model for Improving Learning Achievements in Mathematics
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Article
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Development of an Adaptive Game-Based Diagnostic and Remedial Learning System Based on the Concept-Effect Model for Improving Learning Achievements in Mathematics

Educational Technology & Society, 2021-10, Vol.24 (4), p.36-53 [Peer Reviewed Journal]

COPYRIGHT 2021 International Forum of Educational Technology & Society ;2021. 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.202110_24(4).0003

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6
The Impact of Game Playing on Students' Reasoning Ability, Varying According to Their Cognitive Style
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The Impact of Game Playing on Students' Reasoning Ability, Varying According to Their Cognitive Style

Educational Technology & Society, 2021-07, Vol.24 (3), p.29-43 [Peer Reviewed Journal]

COPYRIGHT 2021 International Forum of Educational Technology & Society ;ISSN: 1176-3647 ;ISSN: 1436-4522 ;EISSN: 1436-4522 ;DOI: 10.30191/ETS.202107_24(3).0003

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7
A Framework for Simplifying Educator Tasks Related to the Integration of Games in the Learning Flow
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Article
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A Framework for Simplifying Educator Tasks Related to the Integration of Games in the Learning Flow

Educational technology & society, 2012-10, Vol.15 (4), p.305-318 [Peer Reviewed Journal]

Copyright 2012 by International Forum of Educational Technology & Society (IFETS) ;COPYRIGHT 2012 International Forum of Educational Technology & Society ;COPYRIGHT 2012 International Forum of Educational Technology & Society ;2012. 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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8
Computer Games for the Math Achievement of Diverse Students
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Article
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Computer Games for the Math Achievement of Diverse Students

Educational technology & society, 2010-07, Vol.13 (3), p.224-232 [Peer Reviewed Journal]

Copyright 2010 by International Forum of Educational Technology & Society (IFETS) ;COPYRIGHT 2010 International Forum of Educational Technology & Society ;COPYRIGHT 2010 International Forum of Educational Technology & Society ;2010. 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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9
Toward an affinity space methodology: Considerations for literacy research
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Article
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Toward an affinity space methodology: Considerations for literacy research

English teaching : practice and critique, 2012-07, Vol.11 (2), p.44 [Peer Reviewed Journal]

Copyright University of Waikato, Department of English Jul 2012 ;ISSN: 2059-5727 ;ISSN: 1175-8708 ;EISSN: 1175-8708

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10
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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11
Integration and Deployment of Educational Games in e-Learning Environments: The Learning Object Model Meets Educational Gaming
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Article
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Integration and Deployment of Educational Games in e-Learning Environments: The Learning Object Model Meets Educational Gaming

Educational technology & society, 2009-10, Vol.12 (4), p.359-371 [Peer Reviewed Journal]

Copyright 2009 by International Forum of Educational Technology & Society (IFETS) ;COPYRIGHT 2009 International Forum of Educational Technology & Society ;2009. 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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12
Application-driven Educational Game to Assist Young Children in Learning English Vocabulary
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Article
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Application-driven Educational Game to Assist Young Children in Learning English Vocabulary

Educational Technology & Society, 2018-01, Vol.21 (1), p.70-81 [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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13
Exploring the Factors Influencing Learning Effectiveness in Digital Game-Based Learning
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Article
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Exploring the Factors Influencing Learning Effectiveness in Digital Game-Based Learning

Educational technology & society, 2012-07, Vol.15 (3), p.240 [Peer Reviewed Journal]

COPYRIGHT 2012 International Forum of Educational Technology & Society ;COPYRIGHT 2012 International Forum of Educational Technology & Society ;2012. 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: 1436-4522 ;ISSN: 1176-3647 ;EISSN: 1436-4522

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14
From MMORPG to a Classroom Multiplayer Presential Role Playing Game
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Article
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From MMORPG to a Classroom Multiplayer Presential Role Playing Game

Educational technology & society, 2010-07, Vol.13 (3), p.257-269 [Peer Reviewed Journal]

Copyright 2010 by International Forum of Educational Technology & Society (IFETS) ;COPYRIGHT 2010 International Forum of Educational Technology & Society ;COPYRIGHT 2010 International Forum of Educational Technology & Society ;2010. 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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15
Game-Based Remedial Instruction in Mastery Learning for Upper-Primary School Students
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Article
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Game-Based Remedial Instruction in Mastery Learning for Upper-Primary School Students

Educational technology & society, 2013-04, Vol.16 (2), p.271-281 [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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16
Digital Competition Game to Improve Programming Skills
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Article
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Digital Competition Game to Improve Programming Skills

Educational technology & society, 2012-07, Vol.15 (3), p.288-297 [Peer Reviewed Journal]

Copyright 2012 by International Forum of Educational Technology & Society (IFETS) ;COPYRIGHT 2012 International Forum of Educational Technology & Society ;COPYRIGHT 2012 International Forum of Educational Technology & Society ;2012. 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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17
Early Second Language Learning and Adult Involvement in a Real World Context: Design and Evaluation of the "ELENA Goes Shopping" Mobile Game
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Article
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Early Second Language Learning and Adult Involvement in a Real World Context: Design and Evaluation of the "ELENA Goes Shopping" Mobile Game

Educational Technology & Society, 2018-07, Vol.21 (3), p.90-103 [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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18
Computer Card Games in Computer Science Education: A 10-Year Review
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Article
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Computer Card Games in Computer Science Education: A 10-Year Review

Educational technology & society, 2016-10, Vol.19 (4), p.11-21 [Peer Reviewed Journal]

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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19
Advancing Adventure Education Using Digital Motion-Sensing Games
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Article
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Advancing Adventure Education Using Digital Motion-Sensing Games

Educational technology & society, 2016-10, Vol.19 (4), p.178-189 [Peer Reviewed Journal]

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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20
A Study of Supplementing Conventional Business Education with Digital Games
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Article
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A Study of Supplementing Conventional Business Education with Digital Games

Educational Technology & Society, 2017-07, Vol.20 (3), p.195-206 [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

Full text available

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