Journal articles on the topic 'Instructional video games'
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Loh, Christian Sebastian. "Researching and Developing Serious Games as Interactive Learning Instructions." International Journal of Gaming and Computer-Mediated Simulations 1, no. 4 (2009): 1–19. http://dx.doi.org/10.4018/jgcms.2009091501.
Full textNebel, Steve, Sascha Schneider, Janine Schledjewski, and Günter Daniel Rey. "Goal-Setting in Educational Video Games." Simulation & Gaming 48, no. 1 (2016): 98–130. http://dx.doi.org/10.1177/1046878116680869.
Full textErickson, Luke V., and Dorothy Sammons-Lohse. "Learning through video games: The impacts of competition and cooperation." E-Learning and Digital Media 18, no. 1 (2020): 1–17. http://dx.doi.org/10.1177/2042753020949983.
Full textRuberg, Bonnie, and Amanda L. L. Cullen. "Feeling for an Audience." Digital Culture & Society 5, no. 2 (2019): 85–102. http://dx.doi.org/10.14361/dcs-2019-0206.
Full textSalehi, Hadi. "Impact of Using Instructional Video Games on EFL Learners' Vocabulary Retention." Universal Journal of Educational Research 4, no. 12 (2016): 2724–28. http://dx.doi.org/10.13189/ujer.2016.041205.
Full textStufft, Carolyn J. "Engaging Students in Literacy Practices Through Video Game Book Groups." Literacy Research: Theory, Method, and Practice 67, no. 1 (2018): 195–210. http://dx.doi.org/10.1177/2381336918787191.
Full textAxelrod, Saul, Gail McGregor, Judith Sherman, and Carolynn Hamlet. "Effects of Video Games as Reinforcers for Computerized Addition Performance." Journal of Special Education Technology 9, no. 1 (1987): 1–8. http://dx.doi.org/10.1177/016264348700900101.
Full textPutra Perkasa, Sastradwija, and Dedi Rahman Nur. "Effectiveness of Player Unknown Battleground (PUBG) Video Game in Improving Vocabulary." Borneo Educational Journal (Borju) 2, no. 2 (2020): 73–77. http://dx.doi.org/10.24903/bej.v2i2.629.
Full textSzymanski, Antonia, and Matthew Benus. "Gaming the Classroom Viewing Learning Through the Lens Self Determination Theory." International Journal of Game-Based Learning 5, no. 3 (2015): 62–78. http://dx.doi.org/10.4018/ijgbl.2015070105.
Full textSturman, Janet L. "From American Indian Dance Music to Video Games: Re-thinking Instructional Methods." American String Teacher 49, no. 1 (1999): 78–85. http://dx.doi.org/10.1177/000313139904900112.
Full textCameron, David, and John Carroll. "‘The Story So Far …’: The Researcher as a Player in Game Analysis." Media International Australia 110, no. 1 (2004): 62–72. http://dx.doi.org/10.1177/1329878x0411000109.
Full textBaig, Abdul Rauf, and Amjad Alotaibi. "Effect of Curriculum-Based Video Games on Students’ Performance: An Experimental Study." International Journal of Emerging Technologies in Learning (iJET) 15, no. 22 (2020): 244. http://dx.doi.org/10.3991/ijet.v15i22.15541.
Full textGiang, Nguyen Thi Huong, and Le Huy Cuong. "Evaluating Feasibility and Effectiveness of Digital Game-Based Instructional Technology." International Journal of Emerging Technologies in Learning (iJET) 16, no. 16 (2021): 4. http://dx.doi.org/10.3991/ijet.v16i16.23829.
Full textZucco, Cathleen Maria. "Technology Tips: Evaluating Mathematics Videotapes for Use in the Classroom." Mathematics Teacher 91, no. 4 (1998): 348–59. http://dx.doi.org/10.5951/mt.91.4.0348.
Full textMorewedge, Carey K., Haewon Yoon, Irene Scopelliti, Carl W. Symborski, James H. Korris, and Karim S. Kassam. "Debiasing Decisions." Policy Insights from the Behavioral and Brain Sciences 2, no. 1 (2015): 129–40. http://dx.doi.org/10.1177/2372732215600886.
Full textZiaeehezarjeribi, Yadi, and Ingrid Graves. "Behind the MASK." International Journal of Gaming and Computer-Mediated Simulations 3, no. 4 (2011): 19–32. http://dx.doi.org/10.4018/jgcms.2011100102.
Full textSalehi, Hadi. "Effects of using instructional video games on teaching English vocabulary to Iranian pre-intermediate EFL learners." International Journal of Learning and Change 9, no. 2 (2017): 111. http://dx.doi.org/10.1504/ijlc.2017.084609.
Full textSalehi, Hadi. "Effects of using instructional video games on teaching English vocabulary to Iranian pre-intermediate EFL learners." International Journal of Learning and Change 1, no. 1 (2017): 1. http://dx.doi.org/10.1504/ijlc.2017.10004053.
Full textDickey, Michele D. "Engaging by design: How engagement strategies in popular computer and video games can inform instructional design." Educational Technology Research and Development 53, no. 2 (2005): 67–83. http://dx.doi.org/10.1007/bf02504866.
Full textDedeaux, Timothy, and Taralynn Hartsell. "Comparison Between Two Types of Educational Computer Games." Simulation & Gaming 49, no. 6 (2018): 661–74. http://dx.doi.org/10.1177/1046878118778727.
Full textHarrington, Christina N., Kristin J. Hare, and Wendy A. Rogers. "Developing a Quick-Start Guide to Aid Older Adults in Interacting with Gesture-Based Video Games." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 61, no. 1 (2017): 32–36. http://dx.doi.org/10.1177/1541931213601503.
Full textMaloku, Valdrin, Markus Ebner, and Martin Ebner. "A Mobile Application for School Children Controlled by External Bluetooth Devices." International Journal of Interactive Mobile Technologies (iJIM) 12, no. 5 (2018): 81. http://dx.doi.org/10.3991/ijim.v12i5.8961.
Full textПерішко, Ірина Володимирівна. "ENHANCING STUDENTS’ INTERESTS VIA WEB-BASED TOOLS." Інноватика у вихованні, no. 9 (June 11, 2019): 203–8. http://dx.doi.org/10.35619/iiu.v0i9.19.
Full textElaachak, Lotfi. "Towards a New Platform Based on Learning Outcomes Analysis For Mobile Serious Games." International Journal of Emerging Technologies in Learning (iJET) 15, no. 02 (2020): 42. http://dx.doi.org/10.3991/ijet.v15i02.11637.
Full textKim, Yoon Jeon, and Oleg Pavlov. "Game-based structural debriefing." Information and Learning Sciences 120, no. 9/10 (2019): 567–88. http://dx.doi.org/10.1108/ils-05-2019-0039.
Full textKapralos, Bill, Stephanie Fisher, Jessica Clarkson, and Roland van Oostveen. "A course on serious game design and development using an online problem-based learning approach." Interactive Technology and Smart Education 12, no. 2 (2015): 116–36. http://dx.doi.org/10.1108/itse-10-2014-0033.
Full textAydın, Serap. "THE ROLE OF BIOMEDICAL ENGINEERING PROFESSIONS IN MEDICAL EDUCATION." Biomedical Engineering: Applications, Basis and Communications 21, no. 04 (2009): 265–70. http://dx.doi.org/10.4015/s1016237209001295.
Full textLewis, Sarah, Robb Lindgren, Shuai Wang, and Roy D. Pea. "Learning With Media." Journal of Media Psychology 31, no. 3 (2019): 128–36. http://dx.doi.org/10.1027/1864-1105/a000235.
Full textLookadoo, Kathryn L., Eryn N. Bostwick, Ryan Ralston, et al. "“I Forgot I Wasn’t Saving the World”: the Use of Formative and Summative Assessment in Instructional Video Games for Undergraduate Biology." Journal of Science Education and Technology 26, no. 6 (2017): 597–612. http://dx.doi.org/10.1007/s10956-017-9701-5.
Full textBush, Charles D. "Three visits to Montevidisco: Spanish enrichment with interactive videodisc." ReCALL 6, no. 2 (1994): 14–17. http://dx.doi.org/10.1017/s0958344000003189.
Full textHaerani, Rosita Putri Rahmi. "PENGGUNAAN MEDIA PEMBELAJARAN VIDEO GAME IPA UNTUK MENINGKATKAN PENGUASAAN KONSEP SISWA." EDUSAINS 8, no. 2 (2019): 114–21. http://dx.doi.org/10.15408/es.v8i2.1576.
Full textSaveleva, Larisa, and Botova. "PERFORMANCE ANALYSIS OF ARTISTIC GYMNASTICS FINALISTS AT THE WORLD CHAMPIONSHIP UNEVEN BARS 2019." SCIENCE AND SPORT: current trends 8, no. 2 (2020): 52–57. http://dx.doi.org/10.36028/2308-8826-2020-8-2-52-57.
Full textQuijano, Johansen. "Video Games and Writing Instruction." International Journal of Gaming and Computer-Mediated Simulations 12, no. 1 (2020): 1–27. http://dx.doi.org/10.4018/ijgcms.2020010101.
Full textLesser, Andrew J. "An Investigation of Digital Game-Based Learning Software in the Elementary General Music Classroom." Journal of Sound and Music in Games 1, no. 2 (2020): 1–24. http://dx.doi.org/10.1525/jsmg.2020.1.2.1.
Full textLynn Murphy, Susan, Christy Byks-Jazayeri, Elizabeth Anderson, et al. "2376." Journal of Clinical and Translational Science 1, S1 (2017): 48–49. http://dx.doi.org/10.1017/cts.2017.175.
Full textClarke, Rachel Ivy, Jin Ha Lee, and Neils Clark. "Why Video Game Genres Fail." Games and Culture 12, no. 5 (2015): 445–65. http://dx.doi.org/10.1177/1555412015591900.
Full textShebilske, Wayne L., and J. Wesley Regian. "Video Games, Training, and Investigating Complex Skills." Proceedings of the Human Factors Society Annual Meeting 36, no. 17 (1992): 1296–300. http://dx.doi.org/10.1518/107118192786749405.
Full textPerfilov, Yu A. "COMPOSITIONAL FEATURES OF VIDEO GAME TEXTS DURING THE PERIOD OF 1970-1982." Bulletin of Udmurt University. Series History and Philology 30, no. 5 (2020): 853–58. http://dx.doi.org/10.35634/2412-9534-2020-30-5-853-858.
Full textLawrence, Anne M., and Michael B. Sherry. "How Feedback From an Online Video Game Teaches Argument Writing for Environmental Action." Journal of Literacy Research 53, no. 1 (2021): 29–52. http://dx.doi.org/10.1177/1086296x20986598.
Full textArya, Ashima, Sapna Juneja, Meenakshi Aggarwal, and Abhinav Juneja. "Inside the Mind of the Machine: An Exploratory Study of Street Fighter Players Using Voice Recognition System." Asian Journal of Computer Science and Technology 9, no. 2 (2020): 1–3. http://dx.doi.org/10.51983/ajcst-2020.9.2.2646.
Full textTan, Pei Qin, and Kim Hua Tan. "In-Game Instructions: The Extent of Their Usefulness in Enhancing the Vocabulary Acquisition of ESL Learners." International Journal of Emerging Technologies in Learning (iJET) 15, no. 04 (2020): 73. http://dx.doi.org/10.3991/ijet.v15i04.11647.
Full textEvans, Eric J., Keith E. Naugle, Tyler Owen, and Kelly M. Naugle. "Active Gaming: It Is Not Just for Young People." Journal of Aging and Physical Activity 28, no. 5 (2020): 731–39. http://dx.doi.org/10.1123/japa.2019-0303.
Full textGampell, Anthony Viennaminovich, JC Gaillard, and Meg Parsons. "On the use of participatory methodologies for video game research: Exploring disaster risk reduction in video games." Methodological Innovations 12, no. 3 (2019): 205979911988427. http://dx.doi.org/10.1177/2059799119884277.
Full textGalvis Guerrero, Héctor Alejandro. "Using Video Game-Based Instruction in an EFL Program: Understanding the Power of Video Games in Education." Colombian Applied Linguistics Journal 13, no. 1 (2011): 54. http://dx.doi.org/10.14483/22487085.2931.
Full textSitohang, Gabriella Jessi, Ati Sumiati, and Santi Susanti. "Effect of Problem Based Instruction Model Based on Learning Video and Educational Games Media on the Self Efficacy of Students of Class X SMK N 17 Jakarta." Journal Corner of Education, Linguistics, and Literature 1, no. 2 (2021): 106–13. http://dx.doi.org/10.54012/jcell.v1i2.9.
Full textJaipal, Kamini, and Candace Figg. "Using Video Games in Science Instruction: Pedagogical, Social, and Concept-Related Aspects." Canadian Journal of Science, Mathematics and Technology Education 9, no. 2 (2009): 117–34. http://dx.doi.org/10.1080/14926150903047780.
Full textMarino, Matthew T., Maya Israel, Constance C. Beecher, and James D. Basham. "Students’ and Teachers’ Perceptions of Using Video Games to Enhance Science Instruction." Journal of Science Education and Technology 22, no. 5 (2012): 667–80. http://dx.doi.org/10.1007/s10956-012-9421-9.
Full textChappell, Michaele F., and Denisse R. Thompson. "A Raisin in the Sun: Fostering Cultural Connections with a Classic Movie." Mathematics Teaching in the Middle School 6, no. 4 (2000): 222–35. http://dx.doi.org/10.5951/mtms.6.4.0222.
Full textSetiyadi, Didik, Mutia Khoirunnisa, and Syahbaniar Rofiah. "Pembelajaran Interaktif Dasar Pengelompokan Hewan Dengan Metode Computer Based Intruction." PIKSEL : Penelitian Ilmu Komputer Sistem Embedded and Logic 7, no. 1 (2019): 13–22. http://dx.doi.org/10.33558/piksel.v7i1.1665.
Full textSanger, Mark A., Matthew T. Buns, and Katherine Thomas Thomas. "The Effect of Virtual Training on Speed and Accuracy of Decision Making in Sport." Journal of Human Kinetics 70, no. 1 (2019): 261–73. http://dx.doi.org/10.2478/hukin-2019-0041.
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