You are here:

Blog Modul 1

Compiled by Daniel Behnke

Favorite
  • E-mail
  • Tags

    • Constructing Knowledge through Games: Essential factors for an effective educational game

      Amr, K. (2007). Constructing Knowledge through Games: Essential factors for an effective educational game. In C. Montgomerie & J. Seale (Eds.), Proceedings of ED-MEDIA 2007--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 1601-1609). Vancouver, Canada: Association for the Advancement of Computing in Education (AACE).

    • Teaching Teachers about Serious Games

      Becker, K. (2007). Teaching Teachers about Serious Games. In C. Montgomerie & J. Seale (Eds.), Proceedings of ED-MEDIA 2007--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 2389-2396). Vancouver, Canada: Association for the Advancement of Computing in Education (AACE).

    • Examining Authoring Tools for Serious Games

      Kauhanen, M., Tran, M. & Biddle, R. (2007). Examining Authoring Tools for Serious Games. In T. Bastiaens & S. Carliner (Eds.), Proceedings of E-Learn 2007--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 6091-6097). Quebec City, Canada: Association for the Advancement of Computing in Education (AACE).

    • Role Of Computer Serious Games in Education and Training

      Abaza, M. & Steyn, O. (2008). Role Of Computer Serious Games in Education and Training. In K. McFerrin, R. Weber, R. Carlsen & D. Willis (Eds.), Proceedings of SITE 2008--Society for Information Technology & Teacher Education International Conference (pp. 1592-1599). Las Vegas, Nevada, USA: Association for the Advancement of Computing in Education (AACE).

    • Design for game based learning platforms - in a global perspective

      Sørensen, B.H. & Meyer, B. (2010). Design for game based learning platforms - in a global perspective. In D. Gibson & B. Dodge (Eds.), Proceedings of SITE 2010--Society for Information Technology & Teacher Education International Conference (pp. 2071-2078). San Diego, CA, USA: Association for the Advancement of Computing in Education (AACE).

    • Using Immersive Learning Simulations for Leadership Training

      Andrews, A., Sanchez, A. & Lee, A. (2010). Using Immersive Learning Simulations for Leadership Training. In J. Sanchez & K. Zhang (Eds.), Proceedings of E-Learn 2010--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 409-417). Orlando, Florida, USA: Association for the Advancement of Computing in Education (AACE).

    • Modding the global classroom? Serious video games and teacher reflection

      Gaudelli, W. & Taylor, A. (2011). Modding the global classroom? Serious video games and teacher reflection. Contemporary Issues in Technology and Teacher Education, 11(1), 70-91. Waynesville, NC USA: Society for Information Technology & Teacher Education.

    • Paderborn Vocational Education Concept (PVEC) for Serious Games and “The Fair Project” – Exploring the Potential of Serious Games to Create Authentic Work Situations in Vocational Education and Training

      Beutner, M. & Pechuel, R. (2011). Paderborn Vocational Education Concept (PVEC) for Serious Games and “The Fair Project” – Exploring the Potential of Serious Games to Create Authentic Work Situations in Vocational Education and Training. In C. Ho & M. Lin (Eds.), Proceedings of E-Learn 2011--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 575-580). Honolulu, Hawaii, USA: Association for the Advancement of Computing in Education (AACE).

    • Implementing a Serious Vocabulary Game for Primary School Underachievers

      Fisser, P., Bom, M. & Voogt, J. (2012). Implementing a Serious Vocabulary Game for Primary School Underachievers. In P. Resta (Ed.), Proceedings of SITE 2012--Society for Information Technology & Teacher Education International Conference (pp. 1506-1511). Austin, Texas, USA: Association for the Advancement of Computing in Education (AACE).

    • Using Gamification to Increase Student Engagement and Participation in Class Discussion

      Cronk, M. (2012). Using Gamification to Increase Student Engagement and Participation in Class Discussion. In T. Amiel & B. Wilson (Eds.), Proceedings of EdMedia 2012--World Conference on Educational Media and Technology (pp. 311-315). Denver, Colorado, USA: Association for the Advancement of Computing in Education (AACE).

    • Serious Instructional Design: ID for Digital Simulations and Games

      Becker, K. & Parker, J. (2012). Serious Instructional Design: ID for Digital Simulations and Games. In P. Resta (Ed.), Proceedings of SITE 2012--Society for Information Technology & Teacher Education International Conference (pp. 2480-2485). Austin, Texas, USA: Association for the Advancement of Computing in Education (AACE).

    • Making a Blog Work as an engaging E-Learning Tool in Adult Education

      De Pryck, D., Hendrickx, J., De Paepe, L., Van Landeghem, K. & Vermeiren, G. (2012). Making a Blog Work as an engaging E-Learning Tool in Adult Education. In T. Bastiaens & G. Marks (Eds.), Proceedings of E-Learn 2012--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 1 (pp. 539-544). Montréal, Quebec, Canada: Association for the Advancement of Computing in Education (AACE).

    Download CoursePack Download CoursePack & Close Window