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International Journal of Game-Based Learning

October 2016 Volume 6, Number 4

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Table of Contents

Number of articles: 6

  1. Unmasking the Mystique: Utilizing Narrative Character-Playing Games to Support English Language Fluency

    Jennifer Killham, University of Cincinnati, Cincinnati, OH, United States; Adam Saligman, Independent Researcher, Almaty, Kazakhstan; Kelli Jette, University of Cincinnati, Cincinnati, OH, United States

    This classroom-based action research study investigated the creative implementation of fluency instruction for English as a Foreign Language (EFL) learners through the use of a virtual character... More

    pp. 1-21

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  2. Gaeilge Gaming: Assessing how games can help children to learn Irish

    Gene Dalton & Ann Devitt, Trinity College Dublin, Dublin, Ireland

    In the 2011 census almost one in three Irish teenagers claimed to be unable to speak Irish (Central Statistics Office, Ireland, 2012), despite the language being taught daily in school. The... More

    pp. 22-38

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  3. Even Buddhist Monks Use a Gong: A Mindfulness Skills Programme for Young People Delivered through the “Mindful Gnats” Computer Game and App.

    Gary O' Reilly, School of Psychology, University College Dublin, Dublin, Ireland; David Coyle, School of Computer Science, University College Dublin, Dublin, Ireland; Conall Tunney, School of Psychology, University College Dublin, Dublin, Ireland

    Mindful Gnats is a computer game and App that introduces mindfulness and relaxation skills to young people aged nine years and older. In this paper the authors describe their model for using... More

    pp. 39-51

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  4. Digital Gesture-Based Games: An Evolving Classroom

    Alison McNamara, Independent Researcher, Limerick, Ireland

    This study aims to provide an account of phase three of the doctoral process where both students and teachers' views contribute to the design and development of a gesture-based game in Ireland at... More

    pp. 52-72

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  5. Games for Social Change: Review of the Potential for Multi Player Online Gaming to Facilitate the Emergence and Growth of Progressive Movements for Social Change within Youth and Community Work

    Paul Keating, Department of Applied Social Sciences, Limerick Institute of Technology (Tipperary), Thurles, Ireland

    Building on the use of the internet and social media as sites for activism, this paper highlights the emergence of political activism and collective protest in the online gaming environment.... More

    pp. 73-86

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  6. Towards a Conceptual Framework of GBL Design for Engagement and Learning of Curriculum-based Content

    Patrick Felicia & Azita Jabbar, Department of Computing, Mathematics, and Physics, Waterford Institute of Technology, Waterford, Ireland

    This paper aims to show best practices of GBL design for engagement. It intends to show how teachers can implement GBL in a collaborative, comprehensive and systematic way, in the classrooms, and... More

    pp. 87-108

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