Tags
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FUN: Finland – US Network for the Study of Engagement and Learning in Games
Viteli, J., Raisamo, R., Korhonen, A., Vesisenaho, M., Uusi-Mäkelä, M.,. (2014). FUN: Finland – US Network for the Study of Engagement and Learning in Games. In J. Viteli & M. Leikomaa (Eds.), Proceedings of EdMedia 2014--World Conference on Educational Media and Technology (pp. 228-233). Tampere, Finland: Association for the Advancement of Computing in Education (AACE).
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2017 NMC Technology Outlook: Nordic Schools at a Glance
Becker, A., Cummins, M., Freeman, A. & Rose, K. (2017). 2017 NMC Technology Outlook: Nordic Schools at a Glance. Austin, Texas: The New Media Consortium.
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Gaming the System: Helping Students Level-Up Their Learning
Brunvand, S. & Hill, D. (2017). Gaming the System: Helping Students Level-Up Their Learning. In P. Resta & S. Smith (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 1460-1466). Austin, TX, United States: Association for the Advancement of Computing in Education (AACE).
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Mobile Applications in University Education: the case of Kenya
Ojino, R. & Mich, L. (2018). Mobile Applications in University Education: the case of Kenya. Journal of e-Learning and Knowledge Society, 14(1),. Italian e-Learning Association.
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Exploratory analysis of students’ perception in regard to using educational tools in the class-using activity theory
Esnaashari, S., Gardner, L. & Rehm, M. (2018). Exploratory analysis of students’ perception in regard to using educational tools in the class-using activity theory. In T. Bastiaens, J. Van Braak, M. Brown, L. Cantoni, M. Castro, R. Christensen, G. Davidson-Shivers, K. DePryck, M. Ebner, M. Fominykh, C. Fulford, S. Hatzipanagos, G. Knezek, K. Kreijns, G. Marks, E. Sointu, E. Korsgaard Sorensen, J. Viteli, J. Voogt, P. Weber, E. Weippl & O. Zawacki-Richter (Eds.), Proceedings of EdMedia: World Conference on Educational Media and Technology (pp. 169-178). Amsterdam, Netherlands: Association for the Advancement of Computing in Education (AACE).
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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).
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Mobile Gamification in Education Engage, Educate and Entertain via Gamified Mobile Apps
Khaddage, F., Lattemann, C. & Acosta-Díaz, R. (2014). Mobile Gamification in Education Engage, Educate and Entertain via Gamified Mobile Apps. In M. Searson & M. Ochoa (Eds.), Proceedings of SITE 2014--Society for Information Technology & Teacher Education International Conference (pp. 1654-1660). Jacksonville, Florida, United States: Association for the Advancement of Computing in Education (AACE).
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The TPACK Teacher Game: Gamifying Technological Pedagogical and Content Knowledge (TPACK)
Figg, C., Jaipal Jamani, K. & Ciampa, K. (2014). The TPACK Teacher Game: Gamifying Technological Pedagogical and Content Knowledge (TPACK). In M. Searson & M. Ochoa (Eds.), Proceedings of SITE 2014--Society for Information Technology & Teacher Education International Conference (pp. 2496-2500). Jacksonville, Florida, United States: Association for the Advancement of Computing in Education (AACE).
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Gamifying learning experiences: Practical implications and outcomes
Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C. & Martínez-Herráiz, J.J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63(1), 380-392. Elsevier Ltd.
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The Finnish-US Network (FUN): Studying Flow in Educational Games & Gamified Learning Environments
Rowe, E. & Shernoff, D. (2014). The Finnish-US Network (FUN): Studying Flow in Educational Games & Gamified Learning Environments. In J. Viteli & M. Leikomaa (Eds.), Proceedings of EdMedia 2014--World Conference on Educational Media and Technology (pp. 2508-2511). Tampere, Finland: Association for the Advancement of Computing in Education (AACE).
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Game-Based Learning in Higher Education
Wiggins, B. & Simkowski, S. (2014). Game-Based Learning in Higher Education. In T. Bastiaens (Ed.), Proceedings of World Conference on E-Learning (pp. 2050-2058). New Orleans, LA, USA: Association for the Advancement of Computing in Education (AACE).
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Gamification: Game –Based Methods and Strategies to Increase Engagement and Motivation within an eLearning Environment
Measles, S. & Abu-Dawood, S. (2015). Gamification: Game –Based Methods and Strategies to Increase Engagement and Motivation within an eLearning Environment. In D. Rutledge & D. Slykhuis (Eds.), Proceedings of SITE 2015--Society for Information Technology & Teacher Education International Conference (pp. 809-814). Las Vegas, NV, United States: Association for the Advancement of Computing in Education (AACE).
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IDT Experts' Views on Gamification Elements' Effectiveness in E-Learning Settings
MEŞE, C., Dönmez, O. & Dursun, Ö.Ö. (2015). IDT Experts' Views on Gamification Elements' Effectiveness in E-Learning Settings. In D. Rutledge & D. Slykhuis (Eds.), Proceedings of SITE 2015--Society for Information Technology & Teacher Education International Conference (pp. 815-817). Las Vegas, NV, United States: Association for the Advancement of Computing in Education (AACE).
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Educational Video Games: Impact on Students’ Performance in Mathematics.
Toussaint, M. & Brown, V. (2015). Educational Video Games: Impact on Students’ Performance in Mathematics. In D. Rutledge & D. Slykhuis (Eds.), Proceedings of SITE 2015--Society for Information Technology & Teacher Education International Conference (pp. 2758-2762). Las Vegas, NV, United States: Association for the Advancement of Computing in Education (AACE).
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The Effect of Achievement Badges on Students’ Behavior: An Empirical Study in a University-Level Computer Science Course
Hakulinen, L., Auvinen, T. & Korhonen, A. (2015). The Effect of Achievement Badges on Students’ Behavior: An Empirical Study in a University-Level Computer Science Course. International Journal of Emerging Technologies in Learning (iJET), 10(1), 18-29. Kassel, Germany: International Journal of Emerging Technology in Learning.
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Cogent:A Case Study of Meaningful Gamification in Education with Virtual Currency
Chen, Y., Burton, T., Vorvoreanu, M. & Whittinghill, D. (2015). Cogent:A Case Study of Meaningful Gamification in Education with Virtual Currency. International Journal of Emerging Technologies in Learning (iJET), 10(1), 39-45. Kassel, Germany: International Journal of Emerging Technology in Learning.
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Knowledge-based assessment in serious games: an experience on emergency training
Capuano, N. & King, R. (2015). Knowledge-based assessment in serious games: an experience on emergency training. Journal of e-Learning and Knowledge Society, 11(3),. Italian e-Learning Association.
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A Demonstration of Gamification: A Gamified Course Catalog to Increase Engagement and Motivation within an eLearning Environment
Abudawood, S., Measles, S., Madrigal, I. & Kaplan, M. (2015). A Demonstration of Gamification: A Gamified Course Catalog to Increase Engagement and Motivation within an eLearning Environment. In Proceedings of E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 528-533). Kona, Hawaii, United States: Association for the Advancement of Computing in Education (AACE).
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Project "Flappy Crab": An Edu-Game for Music Learning
Cardoso Gomes, C.M., Guerreiro Figueiredo, M.J., Bidarra, J. & Cardoso Gomes, J.D. (2014). Project "Flappy Crab": An Edu-Game for Music Learning. Presented at International Conference on Cognition and Exploratory Learning in Digital Age (CELDA) 2014.
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Use of Personal Response Systems in Higher Education--A Case Study
Or-Bach, R. .