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Gamification 174

Compiled by Tammy Huang

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    • The Electronic Village Online, An Open-source, International Collaboration for Professional Development

      Rogers, S. (2014). The Electronic Village Online, An Open-source, International Collaboration for Professional Development. In M. Searson & M. Ochoa (Eds.), Proceedings of SITE 2014--Society for Information Technology & Teacher Education International Conference (pp. 986-987). Jacksonville, Florida, United States: Association for the Advancement of Computing in Education (AACE).

    • Embracing the Shift: The Next Generation of Stanford University’s Digital Education Programs

      Keating, J., Kennedy, E. & Stutzman, N. (2014). Embracing the Shift: The Next Generation of Stanford University’s Digital Education Programs. In T. Bastiaens (Ed.), Proceedings of World Conference on E-Learning (p. 319). New Orleans, LA, USA: Association for the Advancement of Computing in Education (AACE).

    • Gaming Geography: Using Minecraft to Teach Essential Geographic Skills

      Scarlett, M. (2015). Gaming Geography: Using Minecraft to Teach Essential Geographic Skills. In D. Rutledge & D. Slykhuis (Eds.), Proceedings of SITE 2015--Society for Information Technology & Teacher Education International Conference (pp. 838-840). Las Vegas, NV, United States: Association for the Advancement of Computing in Education (AACE).

    • The Making of wRiteFormula: Issues and Considerations for a Chemistry Nomenclature app

      Thong, C.H., Chia, P.X. & Kang, Z. (2015). The Making of wRiteFormula: Issues and Considerations for a Chemistry Nomenclature app. In S. Carliner, C. Fulford & N. Ostashewski (Eds.), Proceedings of EdMedia 2015--World Conference on Educational Media and Technology (pp. 215-221). Montreal, Quebec, Canada: Association for the Advancement of Computing in Education (AACE).

    • The New Space Challenge: A game-based professional development program for staff teaching in new generation learning spaces

      Cameron, D. & Miles, C. (2015). The New Space Challenge: A game-based professional development program for staff teaching in new generation learning spaces. In S. Carliner, C. Fulford & N. Ostashewski (Eds.), Proceedings of EdMedia 2015--World Conference on Educational Media and Technology (pp. 1139-1141). Montreal, Quebec, Canada: Association for the Advancement of Computing in Education (AACE).

    • Digital Badges in Education

      Gibson, D., Ostashewski, N., Flintoff, K., Grant, S. & Knight, E. (2015). Digital Badges in Education. Education and Information Technologies, 20(2), 403-410.

    • Work Process Based Learning and Serious Games – Didactical Concepts and Objectives for Competency Development

      Spttl, G. & Schulte, S. (2015). Work Process Based Learning and Serious Games – Didactical Concepts and Objectives for Competency Development. International Journal of Advanced Corporate Learning (iJAC), 8(3), 50-53. Kassel University Press GmbH.

    • Teaching Cultural Heritage using Mobile Augmented Reality

      Petrucco, C. & Agostini, D. (2016). Teaching Cultural Heritage using Mobile Augmented Reality. Journal of e-Learning and Knowledge Society, 12(3),. Italian e-Learning Association.

    • Reimagining STEM Education and Training with e-REAL. 3D and Holographic Visualization, Immersive and Interactive Learning for an Effective Flipped Classroom

      Salvetti, F. & Bertagni, B. (2017). Reimagining STEM Education and Training with e-REAL. 3D and Holographic Visualization, Immersive and Interactive Learning for an Effective Flipped Classroom. International Journal of Advanced Corporate Learning (iJAC), 10(2), 63-74. Kassel University Press GmbH.

    • Evidence of Computational Thinking in the After-School Makerspace from Written Project Documentation

      Oliver, K. & Houchins, J. (2018). Evidence of Computational Thinking in the After-School Makerspace from Written Project Documentation. In T. Bastiaens, J. Van Braak, M. Brown, L. Cantoni, M. Castro, R. Christensen, G. Davidson-Shivers, K. DePryck, M. Ebner, M. Fominykh, C. Fulford, S. Hatzipanagos, G. Knezek, K. Kreijns, G. Marks, E. Sointu, E. Korsgaard Sorensen, J. Viteli, J. Voogt, P. Weber, E. Weippl & O. Zawacki-Richter (Eds.), Proceedings of EdMedia: World Conference on Educational Media and Technology (pp. 402-407). Amsterdam, Netherlands: Association for the Advancement of Computing in Education (AACE).

    • Enhancing student, customer and staff experience with virtual and mixed reality

      Stevens, A. & Deragopian, G. (2018). Enhancing student, customer and staff experience with virtual and mixed reality. In T. Bastiaens, J. Van Braak, M. Brown, L. Cantoni, M. Castro, R. Christensen, G. Davidson-Shivers, K. DePryck, M. Ebner, M. Fominykh, C. Fulford, S. Hatzipanagos, G. Knezek, K. Kreijns, G. Marks, E. Sointu, E. Korsgaard Sorensen, J. Viteli, J. Voogt, P. Weber, E. Weippl & O. Zawacki-Richter (Eds.), Proceedings of EdMedia: World Conference on Educational Media and Technology (pp. 1583-1584). Amsterdam, Netherlands: Association for the Advancement of Computing in Education (AACE).

    • Blue Pony eLearning

      Tamminen, N. (2018). Blue Pony eLearning. In T. Bastiaens, J. Van Braak, M. Brown, L. Cantoni, M. Castro, R. Christensen, G. Davidson-Shivers, K. DePryck, M. Ebner, M. Fominykh, C. Fulford, S. Hatzipanagos, G. Knezek, K. Kreijns, G. Marks, E. Sointu, E. Korsgaard Sorensen, J. Viteli, J. Voogt, P. Weber, E. Weippl & O. Zawacki-Richter (Eds.), Proceedings of EdMedia: World Conference on Educational Media and Technology (pp. 1992-1993). Amsterdam, Netherlands: Association for the Advancement of Computing in Education (AACE).

    • Analyzing learning patterns in Call of Duty Modern Warfare 3: Initial impressions.

      Faulkner, C. & Winn, M. (2013). Analyzing learning patterns in Call of Duty Modern Warfare 3: Initial impressions. In R. McBride & M. Searson (Eds.), Proceedings of SITE 2013--Society for Information Technology & Teacher Education International Conference (pp. 2842-2844). New Orleans, Louisiana, United States: Association for the Advancement of Computing in Education (AACE).

    • Minecraft as a teaching tool: One case study

      Schifter, C. & Cipollone, M. (2013). Minecraft as a teaching tool: One case study. In R. McBride & M. Searson (Eds.), Proceedings of SITE 2013--Society for Information Technology & Teacher Education International Conference (pp. 2951-2955). New Orleans, Louisiana, United States: Association for the Advancement of Computing in Education (AACE).

    • Level up Book Club

      LaGarde, J. & Winner, M.C. (2012). Level up Book Club. Knowledge Quest, 41(2), 46-49.

    • 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.

    • Exploring 7th Graders' Game Design Experiences

      An, Y.J. (2014). Exploring 7th Graders' Game Design Experiences. In M. Searson & M. Ochoa (Eds.), Proceedings of SITE 2014--Society for Information Technology & Teacher Education International Conference (pp. 608-610). Jacksonville, Florida, United States: Association for the Advancement of Computing in Education (AACE).

    • Game-Based Learning in Higher Education

      Wiggins, B. & Simkowski, S. (2014). Game-Based Learning in Higher Education. In T. Bastiaens (Ed.), Proceedings of World Conference on E-Learning (pp. 2050-2058). New Orleans, LA, USA: Association for the Advancement of Computing in Education (AACE).

    • A Study of Motivation in a Quest-Based Learning Environment

      Lambert, J., Gong, Y. & Harrison, R. (2015). A Study of Motivation in a Quest-Based Learning Environment. In D. Rutledge & D. Slykhuis (Eds.), Proceedings of SITE 2015--Society for Information Technology & Teacher Education International Conference (pp. 127-132). Las Vegas, NV, United States: Association for the Advancement of Computing in Education (AACE).

    • Educational Video Games: Impact on Students’ Performance in Mathematics.

      Toussaint, M. & Brown, V. (2015). Educational Video Games: Impact on Students’ Performance in Mathematics. In D. Rutledge & D. Slykhuis (Eds.), Proceedings of SITE 2015--Society for Information Technology & Teacher Education International Conference (pp. 2758-2762). Las Vegas, NV, United States: Association for the Advancement of Computing in Education (AACE).

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