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International Journal of Game-Based Learning

April 2018 Volume 8, Number 2

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Table of Contents

Number of articles: 7

  1. Game Creation in Youth Media and Information Literacy Education

    Conceição Costa, Cic.Digital (CICANT POLE) – Lusófona University, Lisbon, Portugal; Kathleen Tyner, University of Texas at Austin, Austin, United States; Sara Henriques & Carla Sousa, Cic.Digital (CICANT POLE) – Lusófona University, Lisbon, Portugal

    This article presents the preliminary findings of GamiLearning (2015-2018), a research project that aims to promote critical and participative dimensions of Media and Information Literacy (MIL) in ... More

    pp. 1-13

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  2. Exploring the Educational Potential of a Game-Based Math Competition

    Kristian Kiili, Kai Ojansuu & Antero Lindstedt, Tampere University of Technology, Pori, Finland; Manuel Ninaus, Leibniz-Institut für Wissensmedien, Tuebingen, Germany and LEAD Graduate School, Eberhard-Karls University Tuebingen, Germany

    The main aim of this article was to investigate the educational potential of a game-based math game competition to engage students in training rational numbers. Finnish fourth (n = 59; Mage = 10.36... More

    pp. 14-28

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  3. Player-Driven Video Analysis to Enhance Reflective Soccer Practice in Talent Development

    Anders Hjort, Kristoffer Henriksen & Lars Elbæk, Department of Sports Science and Clinical Biomechanics, University of Southern Denmark, Odense, Denmark

    In the present article, we investigate the introduction of a cloud-based video analysis platform called Player Universe (PU). Video analysis is not a new performance-enhancing element in sports,... More

    pp. 29-43

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  4. Let's Move!: The Social and Health Contributions From Pokémon GO

    Mateus Finco, Physical Education Department, Health Sciences Centre, Federal University of Paraíba (UFPb), João Pessoa, Brazil; Richard Rocha, Rafael Fão & Fabiana Santos, Sports Department, Physical Education School, Federal University of Pelotas (UFPel), Pelotas, Brazil

    The aim of this article was to analyze how players of Pokémon GO could adopt a healthier and active lifestyle meanwhile or after using the game, observing how active they could become in their... More

    pp. 44-54

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  5. Toward a Propensity-Oriented Player Typology in Educational Mobile Games

    Mehran Gholizadeh, Fattaneh Taghiyareh & Saeed Alvandkoohi, Department of Electrical and Computer Engineering, Faculty of Engineering, University of Tehran, Tehran, Iran (Islamic Republic Of)

    The pivotal role of identifying types of players is inevitable in the game contexts, and educational games are not an exception. This article aims to present a model of player-game interaction in... More

    pp. 55-67

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  6. Teaching Social Studies With Games

    Polona Jančič & Vlasta Hus, Faculty of Education, University of Maribor, Maribor, Slovenia

    Social studies is a class students encounter in the fourth and fifth grades of primary school in Slovenia. It includes goals from the fields of geography, sociology, history, ethnology, psychology,... More

    pp. 68-79

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  7. Geography Map Knowledge Acquisition by Solving a Jigsaw Map Compared to Self-Study: Investigating Game Based Learning

    Srishti Dang, Arunima Ved & Kavita Vemuri, International Institute of Information Technology, Hyderabad, India

    Efficacy of games as learning medium is of interest to researchers and the gaming industry. A critical metric for learning is knowledge retention and very few studies have conducted in-depth... More

    pp. 80-89

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