Academic literature on the topic 'Classroom gaming'
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Journal articles on the topic "Classroom gaming"
Stansbury, Jessica A., and Geoffrey D. Munro. "Gaming in the Classroom." Teaching of Psychology 40, no. 2 (2013): 148–52. http://dx.doi.org/10.1177/0098628312475037.
Full textCook, Mike P., Matthew Gremo, and Ryan Morgan. "We’re Just Playing." Simulation & Gaming 48, no. 2 (2016): 199–218. http://dx.doi.org/10.1177/1046878116684570.
Full textElkin, Andrea Christie. "Not just for gaming." Teaching Children Mathematics 18, no. 4 (2011): 212–13. http://dx.doi.org/10.5951/teacchilmath.18.4.0212.
Full textMcKenzie, Andrew, and Jeffrey Punske. "Gaming as pedagogy in the linguistics classroom." Proceedings of the Linguistic Society of America 4, no. 1 (2019): 39. http://dx.doi.org/10.3765/plsa.v4i1.4547.
Full textSardone, Nancy B. "Gaming Economics in the Middle School Classroom." Clearing House: A Journal of Educational Strategies, Issues and Ideas 92, no. 4-5 (2019): 163–73. http://dx.doi.org/10.1080/00098655.2019.1645636.
Full textHewett, Katherine J. E., Bethanie C. Pletcher, and Guang Zeng. "The 21st-Century Classroom Gamer." Games and Culture 15, no. 2 (2018): 198–223. http://dx.doi.org/10.1177/1555412018762168.
Full textSabatino, Lindsay. "Improving Writing Literacies through Digital Gaming Literacies: Facebook Gaming in the Composition Classroom." Computers and Composition 32 (June 2014): 41–53. http://dx.doi.org/10.1016/j.compcom.2014.04.005.
Full textCandlish, Erica J. "Academic Gaming: Its Relevance in Classroom or Clinic." British Journal of Occupational Therapy 49, no. 7 (1986): 223–24. http://dx.doi.org/10.1177/030802268604900706.
Full textJabbar, Azita Iliya Abdul, and Patrick Felicia. "Towards a Conceptual Framework of GBL Design for Engagement and Learning of Curriculum-based Content." International Journal of Game-Based Learning 6, no. 4 (2016): 87–108. http://dx.doi.org/10.4018/ijgbl.2016100106.
Full textRettberg, Scott. "Games/gaming/simulation in a new media (literature) classroom." On the Horizon 12, no. 1 (2004): 31–35. http://dx.doi.org/10.1108/10748120410540481.
Full textDissertations / Theses on the topic "Classroom gaming"
Svensson, Maria. "Games and Extramural Gaming in the Classroom : Teachers’ Perspectives on How They Perceive and Use Games and Extramural Gaming in the Upper Secondary Classroom." Thesis, Högskolan Dalarna, Engelska, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:du-29485.
Full textHalim, Peter You Li. "Video gaming in the classroom : insights and ideas from teenage students." Thesis, University of British Columbia, 2013. http://hdl.handle.net/2429/44727.
Full textSandin, Ida. "Swedish Primary Teachers' Attitudes towards Integrating Gaming in the EFL Classroom." Thesis, Högskolan Dalarna, Pedagogiskt arbete, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:du-20494.
Full textPourmorshed, Hormat Saadat. "Superstitious Behavior Classroom Game Teaching." Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc862844/.
Full textForsell, Philip. "Gaming and School Langauge : A study of gamers’ use of a second language and attitudes towards English during online gaming and in the classroom." Thesis, Högskolan i Gävle, Avdelningen för humaniora, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-23592.
Full textArduini, Tina. "Tools of Play: Developing a Pedagogical Framework for Gaming Literacy in the Multimodal Composition Classroom." Bowling Green State University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1458901755.
Full textTonestam, Amanda, and Sofia Ekström. "The Gaming Classroom : Integrering av datorspel i klassrummet och dess inverkan på kommunikationsförmågor i engelska." Thesis, Högskolan i Jönköping, Högskolan för lärande och kommunikation, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-35441.
Full textPasovic, Petrovic Ema. "Games in the Language Classroom-To Play is to Learn." Thesis, Malmö högskola, Fakulteten för lärande och samhälle (LS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-32839.
Full textLeffler, Anna. "The consequences of digital extramural activities for the formal classroom." Thesis, Malmö universitet, Malmö högskola, Institutionen för kultur, språk och medier (KSM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-40182.
Full textDorr, David L. "Enhanced learning performance in the middle school classroom through increased student motivation, by the use of educational software and question-based gaming technology." Thesis, University of North Texas, 2006. https://digital.library.unt.edu/ark:/67531/metadc5613/.
Full textBooks on the topic "Classroom gaming"
Garcia, Antero, Shelbie Witte, and Jennifer S. Dail. Studying Gaming Literacies: Theories to Inform Classroom Practice. BRILL, 2020.
Find full textGarcia, Antero, Shelbie Witte, and Jennifer S. Dail. Studying Gaming Literacies: Theories to Inform Classroom Practice. BRILL, 2020.
Find full textGarcia, Antero, Jennifer S. Dail, and Shelbie Witte. Playing with Teaching: Considerations for Implementing Gaming Literacies in the Classroom. BRILL, 2020.
Find full textGarcia, Antero, Jennifer S. Dail, and Shelbie Witte. Playing with Teaching: Considerations for Implementing Gaming Literacies in the Classroom. BRILL, 2020.
Find full textYoungkyun, Baek, ed. Gaming for classroom-based learning: Digital role playing as a motivator of study. Information Science Reference, 2010.
Find full textHeath, Sebastian, ed. DATAM: Digital Approaches to Teaching the Ancient Mediterranean. The Digital Press at the University of North Dakota, 2020. http://dx.doi.org/10.31356/dpb016.
Full textFarber, Matthew. Gamify Your Classroom: A Field Guide to Game-Based Learning. Lang AG International Academic Publishers, Peter, 2014.
Find full textBook chapters on the topic "Classroom gaming"
Procci, Katelyn. "Ergonomic Considerations of the Gaming Classroom." In Advances in Human Factors, Business Management, Training and Education. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-42070-7_62.
Full textWetzler, Elizabeth L., Lisa M. Korenman, and Arianna D. Morell. "Using virtual battlespace classroom gaming simulations in the classroom." In Teaching and Learning the West Point Way. Routledge, 2021. http://dx.doi.org/10.4324/9781003138181-25.
Full textLekshmipriya, R. K., Ashwini Kumar, Divya Mahadevan, and Kamal Bijlani. "Classroom Collaboration Using an In-Home Gaming Device." In Emerging Research in Computing, Information, Communication and Applications. Springer India, 2015. http://dx.doi.org/10.1007/978-81-322-2553-9_26.
Full textOrgeron, Taylor. "Writing to Gaming Audiences: A Case Study." In The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-63311-0_14.
Full textLean, Jonathan, Jonathan Moizer, Cathrine Derham, Lesley Strachan, and Zakirul Bhuiyan. "Real World Learning: Simulation and Gaming." In Applied Pedagogies for Higher Education. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-46951-1_9.
Full textTamai, Masataka, Atsushi Kondo, and Noboru Miyawaki. "Understanding the History of International Politics: A Retrospective and Repeated Type of Gaming and Simulation in the Classroom." In Simulation and Gaming in the Network Society. Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-10-0575-6_11.
Full textColby, Richard. "The Ethics of Treating Online Gaming Forums as Research Data." In The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-63311-0_15.
Full textHui, Clara, and Frankie Tam. "Learning Subject Knowledge and Acquiring Twenty-First Century Skills Through Game Development in the Classroom." In Trends and Applications of Serious Gaming and Social Media. Springer Singapore, 2014. http://dx.doi.org/10.1007/978-981-4560-26-9_9.
Full textHui, Clara, and Frankie Tam. "Learning Through Playing in Hong Kong Classrooms." In Trends and Applications of Serious Gaming and Social Media. Springer Singapore, 2014. http://dx.doi.org/10.1007/978-981-4560-26-9_11.
Full textBarker, Joli. "Fearless Gaming in the Classroom." In The Fearless Classroom. Routledge, 2014. http://dx.doi.org/10.4324/9781315754000-9.
Full textConference papers on the topic "Classroom gaming"
Ferguson, Camille. "STUDENT AND TEACHER PERCEPTIONS OF VIRTUAL REALITY GAMING IN THE CLASSROOM." In 14th International Technology, Education and Development Conference. IATED, 2020. http://dx.doi.org/10.21125/inted.2020.1867.
Full textFeldbusch, Leonie, Felix Winterer, Johannes Gramsch, Linus Feiten, and Bernd Becker. "SMILE Goes Gaming: Gamification in a Classroom Response System for Academic Teaching." In 11th International Conference on Computer Supported Education. SCITEPRESS - Science and Technology Publications, 2019. http://dx.doi.org/10.5220/0007695102680277.
Full textAnthony T. Cangao, Christian, Pamela A. Custodio, and Ma Teresita Borja-Osalla. "Learning as an adventure: how online video gaming values can recreate the traditional classroom." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2010. http://dx.doi.org/10.5176/978-981-08-5480-5_116.
Full textBehoora, Ishan, and Conrad S. Tucker. "Quantifying Emotional States Based on Body Language Data Using Non Invasive Sensors." In ASME 2014 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/detc2014-34770.
Full textPietrafesa, Emma, Rosina Bentivenga, and Sara Stabile. "Emerging technologies for learning in occupational safety and health: the experience of the videogame “Becoming safe”." In Seventh International Conference on Higher Education Advances. Universitat Politècnica de València, 2021. http://dx.doi.org/10.4995/head21.2021.12936.
Full textSantiago, José Marcelo Silva, Monck Charles Nunes De Albuquerque, Fernanda Kécia De Almeida, Francisco Ranulfo Freitas Martins, and Yuri Soares De Oliveira. "MathQuiz: A Game App for M-Learning." In XXIV Simpósio Brasileiro de Sistemas Multimídia e Web. Sociedade Brasileira de Computação - SBC, 2018. http://dx.doi.org/10.5753/webmedia.2018.4569.
Full textOneci, Andra, and Maria-Magdalena Joița. "Information technologies inside and outside the classroom." In Condiții pedagogice de optimizare a învățării în post criză pandemică prin prisma dezvoltării gândirii științifice. "Ion Creanga" State Pedagogical University, 2021. http://dx.doi.org/10.46728/c.18-06-2021.p157-163.
Full textDomingues Ferreira da Cruz, Mário Rui. "GAMIFY AND FLIP YOUR LANGUAGES CLASSROOM AT LEAST 20% OF THE TIME: NEW APPROACHES IN LANGUAGES TEACHING." In International Technology, Education and Development Conference. IATED, 2016. http://dx.doi.org/10.21125/inted.2016.1721.
Full textReports on the topic "Classroom gaming"
Kane, Laura. Learning Product Quality and Manufacturing Processes Through Hands on Learning: Introducing Gaming into the Fashion Classroom. Iowa State University, Digital Repository, 2016. http://dx.doi.org/10.31274/itaa_proceedings-180814-1360.
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