Academic literature on the topic 'Educational video game'
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Journal articles on the topic "Educational video game"
López-Arcos, J. R., N. Padilla-Zea, P. Paderewski, and F. L. Gutiérrez. "Designing Stories for Educational Video Games." International Journal of Web-Based Learning and Teaching Technologies 12, no. 4 (October 2017): 1–13. http://dx.doi.org/10.4018/ijwltt.2017100101.
Full textBen Rebah, Hassen, and Rachid Ben slama. "The educational effectiveness of serious games." Médiations et médiatisations, no. 2 (November 15, 2019): 131–55. http://dx.doi.org/10.52358/mm.vi2.97.
Full textFindley, Michael R. "The Relationship between Student Learning Styles and Motivation during Educational Video Game Play." International Journal of Online Pedagogy and Course Design 1, no. 3 (July 2011): 63–73. http://dx.doi.org/10.4018/ijopcd.2011070105.
Full textDurkin, Kevin, James Boyle, Simon Hunter, and Gina Conti-Ramsden. "Video Games for Children and Adolescents With Special Educational Needs." Zeitschrift für Psychologie 221, no. 2 (January 2013): 79–89. http://dx.doi.org/10.1027/2151-2604/a000138.
Full textNebel, Steve, Sascha Schneider, Janine Schledjewski, and Günter Daniel Rey. "Goal-Setting in Educational Video Games." Simulation & Gaming 48, no. 1 (November 30, 2016): 98–130. http://dx.doi.org/10.1177/1046878116680869.
Full textClarke, Rachel Ivy, Jin Ha Lee, and Neils Clark. "Why Video Game Genres Fail." Games and Culture 12, no. 5 (July 6, 2015): 445–65. http://dx.doi.org/10.1177/1555412015591900.
Full textIbrahim, Amer, Francisco Luis Gutiérrez Vela, Patricia Paderewski Rodríguez, José Luís González Sánchez, and Natalia Padilla Zea. "Playability Guidelines for Educational Video Games." International Journal of Game-Based Learning 2, no. 4 (October 2012): 18–40. http://dx.doi.org/10.4018/ijgbl.2012100102.
Full textAnagnostou, Kostas, and Anastasia Pappa. "Video Game Genre Affordances for Physics Education." International Journal of Game-Based Learning 1, no. 1 (January 2011): 59–74. http://dx.doi.org/10.4018/ijgbl.2011010105.
Full textHamlen, Karla R. "General Problem-Solving Styles and Problem-Solving Approaches in Video Games." Journal of Educational Computing Research 56, no. 4 (September 12, 2017): 467–84. http://dx.doi.org/10.1177/0735633117729221.
Full textMinovic, Miroslav, Miloš Milovanovic, and Dušan Starcevic. "Delivering Educational Games to Mobile Devices." International Journal of Knowledge Society Research 2, no. 2 (April 2011): 47–58. http://dx.doi.org/10.4018/jksr.2011040105.
Full textDissertations / Theses on the topic "Educational video game"
Freeman, Lucas Jerome. "Alchemically, an Educational Role-Playing Game." Thesis, Virginia Tech, 2019. http://hdl.handle.net/10919/89252.
Full textMaster of Fine Arts
Okal, Ehab, and Sebastian Hovenberg. "On the development of an educational math game." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20493.
Full textThere are many different ways to implement learning activities in the modern educational system as seen in schools nowadays. But in an era that is rapidly being digitized, the educational system has not really managed to catch up or succeed in implementing these digitalization’s in a meaningful and effective way. This inability to digitize has been growing more prevalent by each passing year with droppings in mathematical performance as shown in the latest result for the tests carried out by PISA [1]. Out of this enlightenment the Swedish government set out funding research projects in order to understand and examine the reasons behind this drop. But this study will not be focusing on the PISA result. In this study, we investigate whether educational games could be an answer to negate or halt these dropping in performance.The aim of this study is to create an educational game centered on solving mathematical problems in a new way not often seen in educational games, by implementing design choices mostly seen in highly developed video games. The results of this study show that there is some evidence that confirms that more highly developed games could be a good way of learning and possibly also the next evolution in the educational system seen in schools, however the result also show that the educational part of the game really has to be flexible and challenging enough for the player or student in order to have them coming back to the game and learn more.
Kuoppa, Andreas. "Design Decisions for Indie Development of Educational Video Games : A Case Study." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74576.
Full textHess, Taryn. "COMPARISON OF LEARNING EXPERIENCES AND OUTCOMES BETWEEN A SERIOUS GAME-BASED AND NON-GAME-BASED ONLINE AMERICAN HISTORY COURSE." Doctoral diss., University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2108.
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Other
Education
Education PhD
Böö, Rickard. "Video game playing, academic performance, educational activity, and motivation among secondary school students." Thesis, Örebro universitet, Handelshögskolan vid Örebro Universitet, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-35525.
Full textShearer, James D. "Development of a Digital Game-Based Learning Best Practices Checklist." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1303865257.
Full textRutherford, Kevin J. "Playing/Writing: Connecting Video Games, Learning, and Composition." Miami University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=miami1281125116.
Full textKuznetcova, Irina. "Video Games as Deweyan Worlds: A Desktop/Mobile VR Game-based Intervention to Improve Visuospatial Self-efficacy in Middle School Students." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1588244345618764.
Full textGoujet, Raphaël. "Hero.coli : a video game empowering stealth learning of synthetic biology : a continuous analytics-driven game design approach." Thesis, Sorbonne Paris Cité, 2018. http://www.theses.fr/2018USPCB175.
Full textVideo games have demonstrated their value as a hobby and as a pedagogic tool, both in academic and professional fields. However, learning video games have to integrate pedagogical strategies and be fine-tuned to be efficient and adopted. Synthetic biology is an emerging field focusing on engineering living systems to achieve controlled functions. It shares concepts with crafting and engineering games. We designed the first synthetic biology crafting game, named Hero.Coli, for popularization and learning. In order to engage both forced and voluntary users, ie students and citizens, our main pedagogical strategy is stealth learning. This means creating an educational game with no interruption in the experience - due to explicit learning or assessment phases -, mimicking successful mainstream games. I used embedded analytics to continuously refine this new pedagogical tool, by spotting the bottlenecks and issues in level design, the eventual misconceptions revealed in posttests, and the learning successes. I validated the usefulness of the game by comparing pre- and posttests of players (n=89). I found an average of 32 percentage point increase between pretest and posttest correct answer rate per question. The higher achievements stemmed mainly from higher-order thinking questions as compared to lexical questions. This is in line with our expectation from the chosen stealth learning strategy, which prioritizes function - game mechanics - over lexicon. I then correlated different user tracking parameters to their posttest scores. Lastly, by analyzing surveys, we also revealed that interest in biology is more critical than education to explain the variance in learning. These results could lead to future adaptive learning improvements including user-tailored feedbacks, in-game or in-class. Overall, the Hero.coli framework facilitates future implementations of game-based learning solutions by exemplifying a methodological approach of game development: design, tracking and analytics, quick iteration and testing, and final evaluation
Rice, John W. 1967. "Using Myers-Briggs Personality Type Indicators to Predict High School Student Performance in an Educational Video Game." Thesis, University of North Texas, 2014. https://digital.library.unt.edu/ark:/67531/metadc799468/.
Full textBooks on the topic "Educational video game"
1966-, Novak Jeannie, ed. Game development essentials: Game simulation development. Clifton Park, NY: Thomson / Delmar Learning, 2008.
Find full textLearning to play: Exploring the future of education with video games. New York: Peter Lang, 2011.
Find full textElisabeth, Hayes, ed. Women and gaming: The Sims and 21st century learning. New York: Palgrave Macmillan, 2010.
Find full textIntegrating video game research and practice in library and information science. Hershey, PA: Information Science Reference (an imprint of IGI Global), 2015.
Find full textSosa, Carlos Hiram Culebro. Repercusiones del videojuego en el estudiante de preparatoria: Investigación en una escuela preparatoria de Tuxtla Gutiérrez. Tuxtla Gutiérrez, Chiapas, México: Universidad de Ciencias y Artes de Chiapas (UNICACH), 2010.
Find full textLande, Stephen L. A buyer's guide to American products: From automobiles to video games. Secaucus, N.J: Carol Pub. Group, 1995.
Find full textBeale, Ivan L. Video games for health: Principles and strategies for design and evaluation. Hauppauge, N.Y: Nova Science Publisher's, 2010.
Find full textGamification: Concepts, methodologies, tools, and applications. Hershey, PA: Information Science Reference, 2015.
Find full textBook chapters on the topic "Educational video game"
Hickey, Daniel T., and Ellen Jameson. "Designing for Participation in Educational Video Games." In Assessment in Game-Based Learning, 401–30. New York, NY: Springer New York, 2012. http://dx.doi.org/10.1007/978-1-4614-3546-4_20.
Full textBontchev, Boyan, Albena Antonova, and Yavor Dankov. "Educational Video Game Design Using Personalized Learning Scenarios." In Computational Science and Its Applications – ICCSA 2020, 829–45. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-58817-5_59.
Full textMedel, Daniela, and Jaime Sánchez. "Educational Video Game Design for Teaching and Learning Musical Harmony." In Learning and Collaboration Technologies: Games and Virtual Environments for Learning, 65–83. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-77943-6_5.
Full textJost, Patrick, and Monica Divitini. "From Paper to Online: Digitizing Card Based Co-creation of Games for Privacy Education." In Technology-Enhanced Learning for a Free, Safe, and Sustainable World, 178–92. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-86436-1_14.
Full textPalomino, Sergio Luis Martinez, Victor Enrique Chiroque Landayeta, María Vanessa Vega Velarde, María José Espinosa Chueca, and Eudes Axel Muñoz Delmás. "A Theoretical Model of Video Game Design in the Educational Context." In Lecture Notes in Networks and Systems, 197–203. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-80091-8_23.
Full textRiopel, Martin, Patrice Potvin, François Boucher-Genesse, and Geneviève Allaire-Duquette. "Impact of Educational Video Game on Students’ Conceptions Related to Newtonian Mechanics." In New Developments in Science and Technology Education, 141–50. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-22933-1_13.
Full textChen, Howard Hao-Jan, and Christine Yang. "Investigating the Effects of an Adventure Video Game on Foreign Language Learning." In Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications, 168–75. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23456-9_31.
Full textRea-Peñafiel, Xavier Mauricio, Katherine Estefanía Coral-Pineda, José Antonio Quiña-Mera, Juan Pablo Carvallo-Vega, and Cathy Pamela Guevara-Vega. "Application of a Ludic Video Game as an Alternative Resource in the Classroom. A Case Study." In Technology, Sustainability and Educational Innovation (TSIE), 204–14. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-37221-7_18.
Full textPinto, Rômulo, Ernesto Filgueiras, and Karina Moutinho. "Emotional Design and Gamification in Educational Processes: Predictor Model to Increase Video Game Efficiency." In Lecture Notes in Computer Science, 506–17. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49757-6_37.
Full textVerma, Vipin, Hansol Rheem, Ashish Amresh, Scotty D. Craig, and Ajay Bansal. "Predicting Real-Time Affective States by Modeling Facial Emotions Captured During Educational Video Game Play." In Lecture Notes in Computer Science, 447–52. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-63464-3_45.
Full textConference papers on the topic "Educational video game"
Moshirnia, Andrew. "The Educational Potential of Modified Video Games." In InSITE 2007: Informing Science + IT Education Conference. Informing Science Institute, 2007. http://dx.doi.org/10.28945/3130.
Full textChang, Mido, Michael Evans, Sunha Kim, Kirby Deater-Deckard, and Anderson Norton. "Educational Video Games and Students' Game Engagement." In 2014 International Conference on Information Science and Applications (ICISA). IEEE, 2014. http://dx.doi.org/10.1109/icisa.2014.6847390.
Full textTawfik, Andrew, Zhenyu He, and Ngoc Vo. "Impact of video game experience and gender differences in educational video games." In 2009 Joint Conferences on Pervasive Computing (JCPC). IEEE, 2009. http://dx.doi.org/10.1109/jcpc.2009.5420089.
Full textCincovic, Jelica, and Igor Tartalja. "Experience in Developing Multiplatform Educational Video-Game." In 2019 27th Telecommunications Forum (TELFOR). IEEE, 2019. http://dx.doi.org/10.1109/telfor48224.2019.8971353.
Full textShliakhovchuk, Elena, and Adolfo Muñoz García. "Digital game-based learning for D&I: conceptual design of an educational digital game Chuzme." In INNODOCT 2019. Valencia: Universitat Politècnica de València, 2019. http://dx.doi.org/10.4995/inn2019.2019.10561.
Full text"Playing Emotions: Designing an Educational Resource That Promotes Emotional Education Through Independent Video Games." In 12th European Conference on Game Based Learning. ACPI, 2019. http://dx.doi.org/10.34190/gbl.19.032.
Full textFeldman, Juan, Ariel Monteserin, and Analia Amandi. "Recommending educational video games based on game features and student's Learning Styles." In 2016 IEEE Biennial Congress of Argentina (ARGENCON). IEEE, 2016. http://dx.doi.org/10.1109/argencon.2016.7585274.
Full textChen, Pingping, Min Zou, Xiaoran Geng, Jianyong Su, and Dingying Tan. "Development of educational game based on Cocos2d-JS engine." In The Second International Conference on Image, Video Processing and Artificial Intelligence, edited by Ruidan Su. SPIE, 2019. http://dx.doi.org/10.1117/12.2544580.
Full textWilcox-Netepczuk, Daniel. "Immersion and realism in video games - The confused moniker of video game engrossment." In 2013 18th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational & Serious Games (CGAMES). IEEE, 2013. http://dx.doi.org/10.1109/cgames.2013.6632613.
Full textdel Blanco, Ángel, Javier Torrente, Pablo Moreno-Ger, and Baltasar Fernández-Manjón. "Towards the Generalization of Game-Based Learning: Integrating Educational Video Games in LAMS." In 2010 IEEE 10th International Conference on Advanced Learning Technologies (ICALT). IEEE, 2010. http://dx.doi.org/10.1109/icalt.2010.183.
Full textReports on the topic "Educational video game"
DeJaeghere, Joan, Vu Dao, Bich-Hang Duong, and Phuong Luong. Inequalities in Learning in Vietnam: Teachers’ Beliefs About and Classroom Practices for Ethnic Minorities. Research on Improving Systems of Education (RISE), February 2021. http://dx.doi.org/10.35489/bsg-rise-wp_2021/061.
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