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Serious Games

Compiled by Chantal Lalonde, Centre de documentation collégiale, Canada

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    • 3D Spaces in Software Engineering: From K-12 to Life Long Learning

      Dreher, H., Reiners, T., Dreher, C. & Dreher, N. (2009). 3D Spaces in Software Engineering: From K-12 to Life Long Learning. In G. Siemens & C. Fulford (Eds.), Proceedings of ED-MEDIA 2009--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 4103-4112). Honolulu, HI, USA: Association for the Advancement of Computing in Education (AACE).

    • Development of Introduction Games for Learning World History in Japanese Senior High Schools

      Matsushita, K. & Okauchi, K. (2011). Development of Introduction Games for Learning World History in Japanese Senior High Schools. In T. Bastiaens & M. Ebner (Eds.), Proceedings of ED-MEDIA 2011--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 210-212). Lisbon, Portugal: Association for the Advancement of Computing in Education (AACE).

    • Gamification in a Social Learning Environment

      Giannetto, D., Chao, J. & Fontana, A. (2013). Gamification in a Social Learning Environment. In E. Cohen & E. Boyd (Eds.), Proceedings of Proceedings of the Informing Science and Information Technology Education Conference 2013 (pp. 195-207). Informing Science Institute.

    • Play As You Learn: Gamification as a Technique for Motivating Learners

      Glover, I. (2013). Play As You Learn: Gamification as a Technique for Motivating Learners. In J. Herrington, A. Couros & V. Irvine (Eds.), Proceedings of EdMedia 2013--World Conference on Educational Media and Technology (pp. 1999-2008). Victoria, Canada: Association for the Advancement of Computing in Education (AACE).

    • Empowering teachers towards efficacious adoption of game-based learning

      Shah, M., Foster, A. & Betser, S. (2013). Empowering teachers towards efficacious adoption of game-based learning. In R. McBride & M. Searson (Eds.), Proceedings of SITE 2013--Society for Information Technology & Teacher Education International Conference (pp. 2956-2964). New Orleans, Louisiana, United States: Association for the Advancement of Computing in Education (AACE).

    • The Impact of Mobile Handheld Digital Devices on Student Learning: A Literature Review with Meta-Analysis

      Friedel, H., Bos, B., Lee, K. & Smith, S. (2013). The Impact of Mobile Handheld Digital Devices on Student Learning: A Literature Review with Meta-Analysis. In R. McBride & M. Searson (Eds.), Proceedings of SITE 2013--Society for Information Technology & Teacher Education International Conference (pp. 3708-3717). New Orleans, Louisiana, United States: Association for the Advancement of Computing in Education (AACE).

    • Computer games and learning: The relationship between design, gameplay and outcomes

      Schrader, C. & Bastiaens, T. (2012). Computer games and learning: The relationship between design, gameplay and outcomes. Journal of Interactive Learning Research, 23(3), 251-271. Waynesville, NC: Association for the Advancement of Computing in Education (AACE).

    • PCaRD: A model for teachers to integrate games in their classrooms

      Foster, A. & Shah, M. (2012). PCaRD: A model for teachers to integrate games in their classrooms. In P. Resta (Ed.), Proceedings of SITE 2012--Society for Information Technology & Teacher Education International Conference (pp. 2525-2533). Austin, Texas, USA: Association for the Advancement of Computing in Education (AACE).

    • Teaching 21st Century Skills through Educational Video Games

      Kingsley, K. (2012). Teaching 21st Century Skills through Educational Video Games. In Proceedings of Global Learn 2012: Global Conference on Learning and Technology (pp. 176-181). Online,: Association for the Advancement of Computing in Education (AACE).

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