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International Journal of Game-Based Learning

April 2014 Volume 4, Number 2

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Table of Contents

Number of articles: 5

  1. Minecraft as a Creative Tool: A Case Study

    Maria Cipollone, Catherine Schifter & Rick Moffat, Temple University, Philadelphia, PA, United States

    Many scholars are enthusiastic about the potential learning opportunities present in the sandbox-style gaming environment, Minecraft. In the following case study, the authors explored the use of... More

    pp. 1-14

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  2. Motivation Monitoring and Assessment Extension for Input-Process-Outcome Game Model

    Ioana Ghergulescu & Cristina Muntean, School of Computing, National College of Ireland, Dublin, Ireland

    This article proposes a Motivation Assessment-oriented Input-Process-Outcome Game Model (MotIPO), which extends the Input-Process-Outcome game model with game-centred and player-centred motivation ... More

    pp. 15-35

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  3. Modeling the Player: Predictability of the Models of Bartle and Kolb Based on NEO-FFI (Big5) and the Implications for Game Based Learning

    Johannes Konert, Michael Gutjahr, Stefan Göbel & Ralf Steinmetz, Technische Universität Darmstadt, Multimedia Communication Lab (KOM), Darmstadt, Germany

    For adaptation and personalization of game play sophisticated player models and learner models are used in game-based learning environments. Thus, the game flow can be optimized to increase... More

    pp. 36-50

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  4. Modeling Gameplay Enjoyment, Goal Orientations, and Individual Characteristics

    John Quick & Robert Atkinson, Arizona State University, Tempe, AZ, United States

    The purpose of this study was to investigate the relationships between gameplay enjoyment, gaming goal orientations, and individual characteristics. A total of 301 participants were surveyed and... More

    pp. 51-77

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  5. Exploratory Play in Simulation Sandbox Games: A Review of What We Know About Why Players Act Crazy

    Dominicus Tornqvist, Griffith University, South Bank, Queensland, Australia

    There is a kind of seemingly nonsensical play behavior found in the simulation sandbox game genre. This behavior is very spontaneous and impulsive and associated with self-initiated learning, and... More

    pp. 78-95

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