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International Journal of Game-Based Learning

July 2015 Volume 5, Number 3

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Table of Contents

Number of articles: 5

  1. Exergaming as an Alternative for Students Unmotivated to Participate in Regular Physical Education Classes

    Mateus Finco, Eliseo Reategui & Milton Zaro, PPGIE/Federal University of Rio Grande do Sul (UFRGS), Porto Alegre, Brazil; Dwayne Sheehan, Mount Royal University, Calgary, Canada; Larry Katz, University of Calgary, Calgary, Canada

    With the novelty of exergames, an alternative form of entertainment and exercise emerged especially for physical education (PE). While video games have been historically associated to problems such... More

    pp. 1-10

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  2. Students' Aesthetic Experiences of Playing Exergames: A Practical Epistemology Analysis of Learning

    Ninitha Maivorsdotter, Mikael Quennerstedt & Marie Öhman, University of Örebro, Örebro, Sweden

    The aim of this study was to explore Swedish junior high school students meaning-making of participating in exergaming in school based on their aesthetic judgments during game play. A transactional... More

    pp. 11-24

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  3. Learning Recycling from Playing a Kinect Game

    José Ibánez & Alf Wang, Department of Computer Science and Technology, Norwegian University of Science and Technology, Trondheim, Norway

    The emergence of gesture-based computing and inexpensive gesture recognition technology such as the Kinect have opened doors for a new generation of educational games. Gesture based-based... More

    pp. 25-44

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  4. Multiplayer Kinect Serious Games: A Review

    Ali Alshammari, Department of Curriculum and Instruction, Purdue University, West Lafayette, IN, United States; David Whittinghill, Department of Computer Graphics Technology, Purdue University, West Lafayette, IN, United States

    Single and multiplayer serious Kinect games have been used in many different areas, including education. Due to its relative newness as a technology, a dearth of literature exists concerning the... More

    pp. 45-61

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  5. Gaming the Classroom Viewing Learning Through the Lens Self Determination Theory

    Antonia Szymanski, Indiana University Northwest, Valparaiso, IN, United States; Matthew Benus, Indiana University Northwest, Gary, IN, United States

    Educators, designers and curriculum creators are interested in developing educational experiences that replicate the fun aspect of video games to increase student intrinsic motivation. This aspect,... More

    pp. 62-78

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