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gamification

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  • Learning-by-Teaching in Educational Game: Educational Outcome, User Experience and Social Networks

    Ketamo, H. & Suominen, M. (2010). Learning-by-Teaching in Educational Game: Educational Outcome, User Experience and Social Networks. Journal of Interactive Learning Research, 21(2), 237-255. Waynesville, NC: Association for the Advancement of Computing in Education (AACE).

  • Power and Flow Experience in Time-Intensive Business Simulation Game

    Kiili, K. & Lainema, T. (2010). Power and Flow Experience in Time-Intensive Business Simulation Game. Journal of Educational Multimedia and Hypermedia, 19(1), 39-57. Waynesville, NC USA: Association for the Advancement of Computing in Education (AACE).

  • Teacher Experiences on the Integration of Modern Educational Games in the Middle School Mathematics Classroom

    Ritzhaupt, A., Higgins, H. & Allred, B. (2010). Teacher Experiences on the Integration of Modern Educational Games in the Middle School Mathematics Classroom. Journal of Computers in Mathematics and Science Teaching, 29(2), 189-216. Waynesville, NC USA: Association for the Advancement of Computing in Education (AACE).

  • Game-based Learning Aids in Second Life

    Young, W., Franklin, T., Cooper, T., Carroll, S. & Liu, C. (2012). Game-based Learning Aids in Second Life. Journal of Interactive Learning Research, 23(1), 57-80. Waynesville, NC: Association for the Advancement of Computing in Education (AACE).

  • The Mechanics of Gaming & Learning: Intersecting Paradigms Through Design

    Noussis, A. The Mechanics of Gaming & Learning: Intersecting Paradigms Through Design. Master's thesis, York University.

  • Mobile Multimedia Learning: Content Delivery and Usage Observations

    Ketterl, M. & Oldenburger, L. (2013). Mobile Multimedia Learning: Content Delivery and Usage Observations. In J. Herrington, A. Couros & V. Irvine (Eds.), Proceedings of EdMedia 2013--World Conference on Educational Media and Technology (pp. 758-765). Victoria, Canada: Association for the Advancement of Computing in Education (AACE).

  • Turning Data to Knowledge with Serious Games and Contextual Quizzes

    White, D. (2013). Turning Data to Knowledge with Serious Games and Contextual Quizzes. In J. Herrington, A. Couros & V. Irvine (Eds.), Proceedings of EdMedia 2013--World Conference on Educational Media and Technology (pp. 1220-1227). Victoria, Canada: Association for the Advancement of Computing in Education (AACE).

  • Fun - A Prerequisite for Learning Games

    Hannak, C., Pilz, M. & Ebner, M. (2012). Fun - A Prerequisite for Learning Games. In T. Amiel & B. Wilson (Eds.), Proceedings of EdMedia 2012--World Conference on Educational Media and Technology (pp. 1292-1299). Denver, Colorado, USA: Association for the Advancement of Computing in Education (AACE).

  • Gamification in a Social Learning Environment

    Giannetto, D., Chao, J. & Fontana, A. (2013). Gamification in a Social Learning Environment. In E. Cohen & E. Boyd (Eds.), Proceedings of Proceedings of the Informing Science and Information Technology Education Conference 2013 (pp. 195-207). Informing Science Institute.

  • Investigating Perceptions and Potential of Open Badges in Formal Higher Education

    Glover, I. & Latif, F. (2013). Investigating Perceptions and Potential of Open Badges in Formal Higher Education. In J. Herrington, A. Couros & V. Irvine (Eds.), Proceedings of EdMedia 2013--World Conference on Educational Media and Technology (pp. 1398-1402). Victoria, Canada: Association for the Advancement of Computing in Education (AACE).

  • Choosing a Virtual World Platform for Teaching: “VICERO” - A Scoring Model Aiding the Right Choice

    Erenli, K. (2012). Choosing a Virtual World Platform for Teaching: “VICERO” - A Scoring Model Aiding the Right Choice. International Journal of Advanced Corporate Learning (iJAC), 5(3), 54-57. Kassel University Press GmbH.

  • Making Learning Fun Through a Ludic Simulation

    Liu, M., Horton, L., Kang, J., Kimmons, R. & Lee, J. (2013). Making Learning Fun Through a Ludic Simulation. In J. Herrington, A. Couros & V. Irvine (Eds.), Proceedings of EdMedia 2013--World Conference on Educational Media and Technology (p. 2535). Victoria, Canada: Association for the Advancement of Computing in Education (AACE).

  • 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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