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International Journal of Game-Based Learning

October 2017 Volume 7, Number 4

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Table of Contents

Number of articles: 5

  1. Game-Based Learning and Information Literacy: A Randomized Controlled Trial to Determine the Efficacy of Two Information Literacy Learning Experiences

    Scott Wilson, Caroline Engler, Jessica Black, Derik Yager-Elorriaga, William Thompson, Andrae McConnell, Javier Cecena, Ryan Ralston & Robert Terry, The University of Oklahoma, Norman, Oklahoma, United States

    In the 21st century, students have access to a plethora of information. As such, the skills required to access and effectively sort through this information (information literacy skills) become... More

    pp. 1-21

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  2. Gamifying the Media Classroom: Instructor Perspectives and the Multidimensional Impact of Gamification on Student Engagement

    Katie Seaborn, University College London, London, United Kingdom; Deborah Fels, Ryerson University, Toronto, Canada; Rob Bajko, Mount Saint Vincent University, Halifax, Canada; Jaigris Hodson, Royal Roads University, Victoria., Canada

    Gamification, or the use of game elements in non-game contexts, has become a popular and increasingly accepted method of engaging learners in educational settings. However, there have been few... More

    pp. 22-49

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  3. Wise Humanising Creativity: Changing How We Create in a Virtual Learning Environment

    Kerry Chappell, University of Exeter, Graduate School of Education, Exeter, United Kingdom; Chris Walsh, James Cook University, Townsville, Australia; Heather Wren & Karen Kenny, University of Exeter, Graduate School of Education, Exeter, United Kingdom; Alexander Schmoelz, University of Vienna, Vienna, Austria; Elias Stouraitis, Ellinogermaniki Agogi, R&D Department, Greece

    This article interrogates how a particular conception of creativity: ‘wise humanising creativity' (WHC) is manifest within a virtual learning environment (VLE) with children and young people. It... More

    pp. 50-72

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  4. Examining the Characteristics of Digital Learning Games Designed by In-service Teachers

    Yun-Jo An & Li Cao, University of West Georgia, Carrollton, Georgia

    In order to better understand teachers' perspectives on the design and development of digital game-based learning environments, this study examined the characteristics of digital learning games... More

    pp. 73-85

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  5. Mitigation of Cognitive Bias with a Serious Game: Two Experiments Testing Feedback Timing and Source

    Norah Dunbar, University of California Santa Barbara, Department of Communication, Santa Barbara, California, United States; Matthew Jensen, University of Oklahoma, Price College of Business and Center for Applied Social Research, Norman, Oklahoma, United States; Claude Miller & Elena Bessarabova, University of Oklahoma, Department of Communication, Norman, Oklahoma, United States; Yu-Hao Lee, University of Florida, Department of Telecommunication, Gainesville, Florida, United States; Scott Wilson & Javier Elizondo, University of Oklahoma, K20 Center, Norman, Oklahoma, United States; Bradley Adame, Arizona State University, Hugh Downs School of Communication, Tempe, Arizona, United States; Joseph Valacich, University of Arizona, Eller College of Management, Tucson, Arizona, United States; Sara Straub, Independent Researcher, Norman, Oklahoma, United States; Judee Burgoon, University of Arizona, Eller College of Management, Tucson, Arizona, United States; Brianna Lane, Christopher Newport University, Department of Communication, Newport News, Virginia, United States; Cameron Piercy, University of Central Missouri, Department of Management, Warrensburg, Missouri, United States; David Wilson, University of Nebraska-Omaha, Department of Information Systems and Quantitative Analysis, Omaha, Nebraska, United States; Shawn King, Independent Researcher, Norman, Oklahoma, United States; Cindy Vincent, Salem State University, Department of Communications, Salem, Massachusetts, United States; Ryan Schuetzler, University of Arizona, Eller College of Management, Tucson, Arizona, United States

    One of the benefits of using digital games for education is that games can provide feedback for learners to assess their situation and correct their mistakes. We conducted two studies to examine... More

    pp. 86-100

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