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    • Video Games in Science: A Model for Students and Teachers Creating 3D Role Playing Games

      Annetta, L. & Park, J. (2006). Video Games in Science: A Model for Students and Teachers Creating 3D Role Playing Games. In C. Crawford, R. Carlsen, K. McFerrin, J. Price, R. Weber & D. Willis (Eds.), Proceedings of SITE 2006--Society for Information Technology & Teacher Education International Conference (pp. 3950-3956). Orlando, Florida, USA: Association for the Advancement of Computing in Education (AACE).

    • Educational Games in the PK-12 Environment

      Bennett, C., Weingart, A., Draper Rodriguez, C., Su, B. & Sundholm, T. (2010). Educational Games in the PK-12 Environment. In D. Gibson & B. Dodge (Eds.), Proceedings of SITE 2010--Society for Information Technology & Teacher Education International Conference (pp. 3420-3426). San Diego, CA, USA: Association for the Advancement of Computing in Education (AACE).

    • Game-Based Learning of Physics Content: The Effectiveness of a Physics Game for Learning Basic Physics Concepts

      Foster, A., Koehler, M. & Mishra, P. (2006). Game-Based Learning of Physics Content: The Effectiveness of a Physics Game for Learning Basic Physics Concepts. In E. Pearson & P. Bohman (Eds.), Proceedings of ED-MEDIA 2006--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 2119-2125). Orlando, FL USA: Association for the Advancement of Computing in Education (AACE).

    • Using an Educational Computer Game to Teach History in a Pedagogical Laboratory

      Williams, D., Lai, G., Ma, Y. & Prejean, L. (2008). Using an Educational Computer Game to Teach History in a Pedagogical Laboratory. In K. McFerrin, R. Weber, R. Carlsen & D. Willis (Eds.), Proceedings of SITE 2008--Society for Information Technology & Teacher Education International Conference (pp. 1847-1852). Las Vegas, Nevada, USA: Association for the Advancement of Computing in Education (AACE).

    • Teacher Perspectives: What Makes a Video Game Effective in the K-12 Classroom?

      Kelly, J., Stetson, R. & Gratch, J. (2010). Teacher Perspectives: What Makes a Video Game Effective in the K-12 Classroom?. In D. Gibson & B. Dodge (Eds.), Proceedings of SITE 2010--Society for Information Technology & Teacher Education International Conference (pp. 1934-1939). San Diego, CA, USA: Association for the Advancement of Computing in Education (AACE).

    • “Makes Me Feel Like a Real Person”: An Investigation into Personal Experiences of Students with Cerebral Palsy Playing Computer Games.

      Kearney, P. (2005). “Makes Me Feel Like a Real Person”: An Investigation into Personal Experiences of Students with Cerebral Palsy Playing Computer Games. In P. Kommers & G. Richards (Eds.), Proceedings of ED-MEDIA 2005--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 2872-2879). Montreal, Canada: Association for the Advancement of Computing in Education (AACE).

    • The Effect of Online Gaming, Cognition and Feedback Type in Facilitating Delayed Achievement of Different Learning Objectives

      Cameron, B. & Dwyer, F. (2005). The Effect of Online Gaming, Cognition and Feedback Type in Facilitating Delayed Achievement of Different Learning Objectives. Journal of Interactive Learning Research, 16(3), 243-258. Norfolk, VA: Association for the Advancement of Computing in Education (AACE).

    • A Model of Immersion to Guide the Design of Serious Games

      McMahon, M. & Ojeda, C. (2008). A Model of Immersion to Guide the Design of Serious Games. In C. Bonk, M. Lee & T. Reynolds (Eds.), Proceedings of E-Learn 2008--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 1833-1842). Las Vegas, Nevada, USA: Association for the Advancement of Computing in Education (AACE).

    • Learning Efficacy of Digital Educational Games: The Role of Gender and Culture

      Law, E.L.C. (2010). Learning Efficacy of Digital Educational Games: The Role of Gender and Culture. In J. Herrington & C. Montgomerie (Eds.), Proceedings of ED-MEDIA 2010--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 3124-3133). Toronto, Canada: Association for the Advancement of Computing in Education (AACE).

    • First steps and beyond: Serious games as preparation for future learning

      Reese, D.D. (2007). First steps and beyond: Serious games as preparation for future learning. Journal of Educational Multimedia and Hypermedia, 16(3), 283-300. Waynesville, NC USA: Association for the Advancement of Computing in Education (AACE).

    • What Do Computer Games Promise for Engineering Students

      Cagiltay, N. & Gökdal, G. (2011). What Do Computer Games Promise for Engineering Students. In T. Bastiaens & M. Ebner (Eds.), Proceedings of ED-MEDIA 2011--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 3912-3917). Lisbon, Portugal: Association for the Advancement of Computing in Education (AACE).

    • I Am a Gam3r, H3ar M3 Roar!

      Gose, E. (2009). I Am a Gam3r, H3ar M3 Roar!. In T. Bastiaens, J. Dron & C. Xin (Eds.), Proceedings of E-Learn 2009--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 2626-2631). Vancouver, Canada: Association for the Advancement of Computing in Education (AACE).

    • "I need a green axe": Video Games and Your Social Studies Classroom

      Evans, M. & Barbour, M. (2007). "I need a green axe": Video Games and Your Social Studies Classroom. In T. Bastiaens & S. Carliner (Eds.), Proceedings of E-Learn 2007--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 781-786). Quebec City, Canada: Association for the Advancement of Computing in Education (AACE).

    • Factors Impacting the Effectiveness of Using Video Games to Teach Grade 8 Science: A Thematic Case Study

      Jaipal, K. & Figg, C. (2009). Factors Impacting the Effectiveness of Using Video Games to Teach Grade 8 Science: A Thematic Case Study. In I. Gibson, R. Weber, K. McFerrin, R. Carlsen & D. Willis (Eds.), Proceedings of SITE 2009--Society for Information Technology & Teacher Education International Conference (pp. 3773-3779). Charleston, SC, USA: 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).

    • Computer Games as a Learning Resource

      Amory, A., Naicker, K., Vincent, J. & Adams, C. (1998). Computer Games as a Learning Resource. In T. Ottmann & I. Tomek (Eds.), Proceedings of ED-MEDIA 1998--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 50-55). Freiburg, Germany: Association for the Advancement of Computing in Education (AACE).

    • Identifying the Key Features in Computer Learning Games

      Su, B. & Draper-Rodriguez, C. (2012). Identifying the Key Features in Computer Learning Games. In Proceedings of Global TIME -Online Conference on Technology, Innovation, Media & Education (pp. 148-153). Online,: Association for the Advancement of Computing in Education (AACE).

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