research

New entry in the Digiplay Games Research Bibliography:

Butland, Gill (2005)

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Numerous short articles on Games and SImulations in education:

The games people play 3
Showcasing – games and simulation
They’re manikins – not mannequins 4
The virtual stock market game 5
First steps in using high fidelilty Human Patient Simulators 6
Return on investment? 7
Steelmaking simulations @steeluniversity.org 8
Self-organizing communities for knowledge production 10
Online games and simulations as aids to learning ethos, challenges and evaluation 12
THEATRON 14
Low cost, low tech web-based simulations 15

Research – games and simulation
How can e-learning games and simulations compete in the market place? 16
SimAcademy 17
Computer games: the most powerful learning technology of our age? 18
A quick look at Quandary 19
Commercial games in the classroom 20
Research into computer games and learning: a brief overview 22

 

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New entry in the Digiplay Games Research Bibliography:

Lieberman, D.A. (2006)
Playing Video Games: Motives, Responses and Consequences.

Image of booksThis book chapter is an overview of recent research on interactive games and learning and it describes the learning outcomes that have been identified in studies of interactive games. The outcomes are grouped into nine areas: Motivation to learn, Perception and coordination, Thinking and problem solving, Knowledge, Skills and behaviors, Self-regulation and therapy, Self-concepts, Social relationships, and Attitudes and values. The chapter concludes by pointing to processes of learning and skill development that can occur in well designed interactive games and some of the game design strategies that can enhance game-based learning. Read more...

New entry in the Digiplay Games Research Bibliography:

Stapleton,Andrew (2005)
DiGRA 2005 Conference: Changing Views--Worlds in Play

Image of booksThis paper details a research methodology that emerged during an inquiry into game design aimed at promoting conceptual learning in physics. The methodology, Research as Design-Design as Research (RADDAR), is outlined and a case study example is provided as means to illustrate its application. Read more...

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