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International Journal of Game-Based Learning

January 2012 Volume 2, Number 1

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Table of Contents

Number of articles: 6

  1. How do Professionals’ Attitudes Differ between what Game-Based Learning could Ideally Achieve and what is Usually Achieved

    Sue Johnston-Wilder & Sean Neill, University of Warwick, United Kingdom; Wee Tan, Sultan Idris Education University, Malaysia

    This paper compares the results of two surveys conducted between July 2009 and January 2010 with 45 subject matter experts (SMEs) and 41 game experts in the UK. The surveys examine the attitudes... More

    pp. 1-15

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  2. Is there a Place for Casual Games in Teaching and Learning?: The Snakes and Ladders Case

    Maria Rigou, University of Patras, Greece; Vasilis Daloukas, Secondary School Teacher of Informatics, Greece; Spiros Sirmakessis, Technological Institution of Mesolonghi, Greece

    Currently casual games feature as the most dynamically developing section of the videogames industry and compared to the more complicated and technologically advanced hardcore games, are... More

    pp. 16-32

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  3. Teachers’ Views on the Approach of Digital Games-Based Learning within the Curriculum for Excellence

    Thomas Connolly, Thomas Hainey & Aishah Razak, University of the West of Scotland, United Kingdom

    A radical reform in education has happened in Scotland by introducing a new curriculum known as the Curriculum for Excellence (CfE). This new curriculum promotes active learning, including use of... More

    pp. 33-51

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  4. Martian Boneyards: Scientific Inquiry in an MMO Game

    Jodi Asbell-Clarke, Teon Edwards, Elizabeth Rowe, Jamie Larsen & Elisabeth Sylvan, TERC, United States; Jim Hewitt, University of Toronto, Canada

    This paper reports on research of a game designed for scientific inquiry in a new and publicly available massively-multiplayer online environment (MMO). Educators and game designers worked together... More

    pp. 52-76

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  5. PBL as a Framework for Implementing Video Games in the Classroom

    William Watson & Jun Fang, Purdue University, United States

    Video games and problem-based learning (PBL) are both significant trends in progressive approaches to education. The literature demonstrates a fit between the two approaches, indicating they may be... More

    pp. 77-89

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  6. Learning with Digital Games: A Practical Guide to Engaging Students in Higher Education

    Christos Gatzidis, Bournemouth University, United Kingdom

    pp. 90-91

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