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Computers in the Schools

2014 Volume 31, Number 1

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Table of Contents

Number of articles: 4

  1. Toward Understanding the Potential of Games for Learning: Learning Theory, Game Design Characteristics, and Situating Video Games in Classrooms

    Selen Turkay, Daniel Hoffman, Charles K. Kinzer, Pantiphar Chantes & Christopher Vicari

    Researchers have argued that an effort should be made to raise teachers' and parents' awareness of the potentially positive educational benefits of playing video games (e.g., see Baek,... More

    pp. 2-22

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  2. The Effects of Game Design on Learning Outcomes

    Michael W. Martin & Yuzhong Shen

    This article details the administration and results of an experiment conducted to assess the impact of three video game design concepts upon learning outcomes. The principles tested include game... More

    pp. 23-42

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  3. UbiqBio: Adoptions and Outcomes of Mobile Biology Games in the Ecology of School

    Judy Perry & Eric Klopfer

    The integration of learning games into schools holds significant promise, yet faces numerous obstacles. Ubiquitous games (casual games for smart phones) attempt to motivate students to engage... More

    pp. 43-64

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  4. Can Wii Engage College-Level Learners? Use of Commercial Off-the-Shelf Gaming in an Introductory Statistics Course

    Jessica A. Stansbury, Evangeline A. Wheeler & Justin T. Buckingham

    Technological advancements and growing dependence on media outlets as sources of information compete for the attention of individuals born in a rapidly expanding digital age. As a result, educators... More

    pp. 103-115

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