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Journal articles on the topic 'Instructional video games'

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1

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.

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As serious games gain momentum in the academic arena, no doubt more educators and instructional technologists will begin considering the possibility of making their own games for instruction. As developers of instructional resources, instructional technologists need to steer clear of producing more ‘video’ games, and instead, developing more ‘serious’ games that incorporate both learning and assessment. The research community needs to learn from tested processes and best practices to avoid repeating old mistakes. The model for serious game making presented in this article has been used success
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Nebel, 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.

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Background. The increased usage of educational video games with their strong graphical and technical potential raises the question of how to optimize the instructional elements of gameplay. In this article, the instructional goal was analyzed with the theoretical background of both motivational psychology (goal-setting theory) and cognitive psychology (goal-free effect). Aim. We compared different goal types within an educational video game specifically produced for this context, using MINECRAFT as a content creation tool. Method. Within a quantitative, empirical experiment, 87 students divide
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Erickson, 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.

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The purpose of this study was to explore four different methods of instruction: a traditional slideshow control group, and three groups using an educational video game played either individually or facilitated with a competitive or cooperative social structure. The instructional tool was an educational video game designed to teach a personal finance lesson on credit scores through individual play. The research questions focused on differences in participant performance, engagement, and attitude. The participants in the study consisted of adults from traditional extension and outreach audiences
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Ruberg, 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.

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Abstract The practice of live streaming video games is becoming increasingly popular worldwide (Taylor 2018). Live streaming represents more than entertainment; it is expanding the practice of turning play into work. Though it is commonly misconstrued as “just playing video games,” live streaming requires a great deal of behind-the-scenes labor, especially for women, who often face additional challenges as professionals within video game culture (AnyKey 2015). In this article, we shed light on one important aspect of the gendered work of video game live streaming: emotional labor. To do so, we
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Salehi, 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.

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Stufft, 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.

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Teachers can harness the power of video games to foster interest and engage students in literacy activities. Within this study, seven 6th graders participated in a video game book group during language arts instructional time. The study focused on tweens’ figured worlds of literacy and video games and the intersections and divergences of these worlds. The research involved a comparative case study of two books (a video game text and a video game–related text), with all book group meetings audio-recorded, transcribed, and coded. The data provide support that tweens hold different figured worlds
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Axelrod, 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.

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This study examined the effects of video games as reinforcers for computer-assisted math performance Four students were presented with addition problems on a computer for 15 minutes daily. Using a multielement design, all students were exposed to two variable ratio (VR 10 and VR 5) and a No-Games reinforcement condition. Neither schedule of reinforcement increased student accuracy or had a substantial effect on the rate of correct responses. In the No-Games reinforcement condition, students had more opportunities to respond and a greater number of correct answers. The authors suggest that prog
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Putra 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.

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One of the online-based games that are popular right now is PUBG. This online-based game is good to be used as an alternative for the student to learn vocabulary. This study aims to compare whether to learn English vocabulary through PUBG online game than pre adopted course. This paper utilized a pre-test and post-test questionnaire to gather the data. There are observations and reactions to digital games. This study indicated that after playing PUBG the students' mean score is significantly higher than before playing the game, showing the beneficial effect of using video games to improve stud
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Szymanski, 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.

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Educators, designers and curriculum creators are interested in developing educational experiences that replicate the fun aspect of video games to increase student intrinsic motivation. This aspect, which compels players to engage with the game and persist despite failing, has the potential to increase student academic success. Researchers used mixed-methods to investigate the results of an instructional design that attempted to replicate the fun aspect of video games in a remedial algebra class. The study offered insight on the ways in which student motivation might be better developed and ref
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Sturman, 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.

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Cameron, 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.

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This article outlines some preliminary research into the learning discourses of computer and video games, as expressed through the printed materials that accompany games, and the instructional elements built into game narratives. This leads to discussion of an interesting methodological dilemma — how does the interpretative ethnographic researcher analyse this content when he or she becomes part of the playing process? How do you analyse the learning mechanisms of games when you are being reflexively engaged in the training materials and systems mapped into the text by the games' designers? Th
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Baig, 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.

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This experimental study investigated the effect of the use of video games based on the curriculum on students' performance levels in Fourth, Fifth and Sixth grade Mathematics compared to traditional learning methods. The participants were seven hundred and eighty-nine female students from Fourth, Fifth and Sixth grades, and nineteen teachers, from different six schools in Riyadh city in Saudi Arabia. Three research null hypotheses were tested to explore students’ performance when they received two different instructional treatments: traditional learning methods (textbooks or worksheets) and a
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Giang, 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.

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Higher education institutions encounters difficulties when the Covid-19 pandemic happens because learners cannot go to class and absorb knowledge directly. In Vietnam, universities have used online learning to help learners keep learning in this pandemic context. However, the quality and effectiveness of the learning process are questioned by the learner and the teaching staff. In this context, our research is looking for solutions to apply new technology in the teaching process to ensure the quality and effectiveness of learning. Among these new technologies, digital games are considered due
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Zucco, 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.

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One type of technology that is not used to its fullest potential in mathematics classrooms is video technology. Students today, however, have learned from television since they were toddlers. They are constantly exposed to a variety of multimedia entertainment, from computer-animated movies to music television to interactive software and games. Secondary-level mathematics teachers should consider mathematics videotapes to be an important enhancement to their overall instructional program. This article presents selection criteria for teachers to use when reviewing video materials for classroom
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Morewedge, 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.

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From failures of intelligence analysis to misguided beliefs about vaccinations, biased judgment and decision making contributes to problems in policy, business, medicine, law, education, and private life. Early attempts to reduce decision biases with training met with little success, leading scientists and policy makers to focus on debiasing by using incentives and changes in the presentation and elicitation of decisions. We report the results of two longitudinal experiments that found medium to large effects of one-shot debiasing training interventions. Participants received a single training
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Ziaeehezarjeribi, 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.

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This study begins an interdisciplinary dialogue among game developers, researchers and educators to determine and realize the potential of using Avatars in a three-dimensional (3D) virtual world to support experiential learning, role-playing, and problem-based learning. This research further investigates the pedagogical and instructional implications for transitioning teachers and students through alternative realities. This study discusses the psychological and sociocultural need for play, delineating the pros and cons of utilizing video games, virtual 3D worlds for both online and in the cla
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Salehi, 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.

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Salehi, 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.

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19

Dickey, 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.

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20

Dedeaux, 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.

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Background. Educational computer games can enhance learner engagement and content knowledge gain. Video games based on Malone’s theory of game design that involve challenge, fantasy, and curiosity can help improve learning. Aim. The purpose of the study is to compare differences between two drill-and-skill games to learn French phrases. Variables examined were student engagement, content knowledge gain, and demographical implications (e.g., gender, minority status, and socio-economic status). One of the games in the study meets Malone’s theory of game design. Method. This quasi-experimental st
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21

Harrington, 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.

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Interactive gesture-based video games, or exergames, provide an option for leisure and rehabilitative user engagement. For older adults, these games present a method of engaging in physical activity in the home, providing benefits such as increased physical movement and social interaction, and alleviating barriers of facility access and transportation that often inhibit an individual’s ability to exercise. Despite these benefits, many older adults perceive exergames as challenging, suggesting the need for instructional support for them to successfully use these systems. We followed a design pr
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Maloku, 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.

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<span>The didactic method of digital, game-based learning includes integrating educational content or learning standards into video games with the objective to engage pupils. The method combines instructional content with computer or video games and can be used with all subjects and at all ability levels. Exponents of digital game-based learning argue that it provides learning opportunities which involve learners in interactive teaching and encourages them to take part in the technological society of the 21st century. The necessity of digital, game-based learning arose in the last decade
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Перішко, 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.

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Abstract. The article focuses on students’ interests, it can be found out how to use the Internet to construct interest-based learning for students. It is known that students produce their best work when they are interested in what they are doing. As the paper highlights, knowing students’ interests is the first step to enhancing their education. A teacher’s task is to continually encourage the exploration of their interests.
 The article examines the problem of energizing students with the help of web-based tools. The reasons of video games appealing are mentioned. The video microworlds
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Elaachak, 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.

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Nowadays, learning via smartphones has become one of the most popular teaching tools used by young people, thanks to the ease of use of such devices in the field of education. There are now a large number of both instructional applications and mobile serious games "MSGs" which are available in mobile applications stores. The diversity of such applications especially MSGs can guarantee a personalized learning experience for each learner. However, it is difficult to decide if a given MSG is efficient or not because this decision depends on several factors. One of those major factors is their abi
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Kim, 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.

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Purpose The authors developed a pedagogical framework called the game-based structural debriefing (GBSD) to leverage the affordances of video games for teaching systems thinking. By integrating system dynamics visualization tools within a set of debriefing activities, GBSD helps teachers make systems thinking an explicit goal of the gameplay and learning when they use available educational games in the classroom. Design/methodology/approach This study uses a design-based research methodology with the goals of validating GBSD and investigating the utility of GBSD across different contexts as a
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Kapralos, 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.

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Purpose – The purpose of this paper is to describe a novel undergraduate course on serious game design and development that integrates both game and instructional design, thus providing an effective approach to teaching serious game design and development. Very little effort has been dedicated to the teaching of proper serious game design and development leading to many examples of serious games that provide little, if any, educational value. Design/methodology/approach – Organized around a collection of video clips (that provided a brief contextualized overview of the topic and questions for
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Aydın, 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.

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In the present study, the important role of biomedical engineering (BME) professions in medical education (ME) is highlighted. We propose that BME and ME should be integrated in a joint department to provide high-quality occupational education in medicine. Then, we illustrate the basic connections and close relations between BME and ME with respect to the universal subfields of each scientific branch. As this regard, the proposed joint department in medical faculty would guide the medicine to use innovative educational tools such as humanistic models, realistic simulations, video games, web-ba
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Lewis, 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.

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Abstract. Digital media, such as interactive video, games, and immersive worlds, offer rich visual perspectives, often allowing one to experience events through another’s eyes. While prior research indicates that considering alternative perspectives facilitates understanding, little is known about how media-enhanced perspectives affect learning processes for higher-order concepts that require synthesis of ideas and making inferences such as reasoning about problems in science. Two experiments used digital video of a science instructional event to investigate features of visual perspective on e
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Lookadoo, 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.

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Bush, 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.

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Montevidisco is an interactive videodisc application intended for intermediate Spanish students. It combines language enrichment with elements of role-playing games as the student plays the role of someone visiting a hypothetical city in Mexico, interacting with native Spanish speakers in native situations via videodisc. The concept originated at Brigham Young University in the early eighties, with the video filming done at that time. More recently, the BYU Humanities Research Center has adapted the original material to run on standard microcomputer platforms.There are three implementations of
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Haerani, 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.

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AbstractIn education, many empirical studies have shown evidence that video games have the potential to improve student learning outcomes, but there is still great controversy in the literature regarding the impact of video game. More evidence is needed to convince educators and researchers regarding the actual value and the efficiency of video game in learning science. The purpose of this study was to examine the use of video game in learning to improve the mastery of concepts about the interaction of living beings and the environment of junior high school students who played the “Selamatkan
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Saveleva, 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.

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Experts in artistic gymnastics are constantly analyzing the outcomes of the gymnasts' performance at world and continental championships. However, the analyses cover only the assessment of the final scores of athletes and their ranks. There is a lack of research focused on the structure of routines and components of the scores obtained for the performance of combinations. The purpose of this study was to determine the content of competitive programs performed by the finalists of the World Championship Uneven Bars 2019 and to identify areas for the exercise development in this kind of all-aroun
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Quijano, 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.

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This study measures the increase in rhetorical knowledge in two groups of first-year community college students. The control group took the course while following the standard curriculum, while the experimental group replaced a writing-intensive unit on Rogerian rhetoric with a unit on visual and procedural rhetoric where videogames were used as primary texts. The researcher analyzed the data in an attempt to establish the existence, or lack thereof, of possible connections between the use of video game texts in writing instruction and students' acquisition of rhetorical and literary skills.
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Lesser, 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.

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Game-based learning, or the process of adapting an educational concept into a game-based structure, has been studied by researchers for nearly a century. Over the last several decades, new technologies have allowed digital media to create a multibillion-dollar entertainment industry commonly known as video games. Video games have become a tool for many educators who have the potential to engage students to learn musical concepts and skills. The purpose of this study was to determine the effectiveness of digital game-based learning in comparison to other teaching methods for music education and
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Lynn 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.

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OBJECTIVES/SPECIFIC AIMS: Existing GCP training is geared primarily towards researchers conducting drug, device, or biologic clinical trials, and largely ignores the unique needs of researchers conducting social and behavioral clinical trials. The purpose of this project was to develop a comprehensive, relevant, interactive, and easy to administer GCP eLearning course for social and behavioral researchers. METHODS/STUDY POPULATION: As part of the ECRPTQ project funded by the National Center for Advancing Translational Sciences (NCATS), a Social and Behavioral Work Group of ~30 experienced soci
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Clarke, 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.

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This article explores the current affordances and limitations of video game genre from a library and information science perspective with an emphasis on classification theory. We identify and discuss various purposes of genre relating to video games, including identity, collocation and retrieval, commercial marketing, and educational instruction. Through the use of examples, we discuss the ways in which these purposes are supported by genre classification and conceptualization and the implications for video games. Suggestions for improved conceptualizations such as family resemblances, prototy
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Shebilske, 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.

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We are utilizing Space Fortress in a basic research program that is designed to integrate cognitive and social learning theory in the development of group protocols for training complex skills. We present evidence that groups of 2, 3 and 4 can learn Space Fortress as well as 1 using 1/2, 1/3 and 1/4 the trainer time and resources respectively. We also present preliminary empirical steps towards individualizing training within groups according to individual differences in selective attention. We discuss implications for developing automated instruction that is designed for small groups rather t
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Perfilov, 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.

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The article discusses the compositional features of the texts of games of various genres, presented on the Western market in the period of 1970-1982. The appeal to the topic of computer games is due to the fact that in domestic linguistics the texts of video games have been little studied at the moment, but in other branches of the humanities there is an active study of games in various aspects of science. Various points of view on the relative understanding of the game and the term “game” are presented in the context of philosophy, linguistics; methods for studying the texts of computer games
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Lawrence, 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.

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Literacy researchers have explored how video games might be used as supplementary texts in secondary English language arts (ELA) classrooms to support reading instruction. However, less attention has been focused on how video games, particularly online educational games designed to teach argumentation, might enhance secondary ELA students’ writing development. In this article, we describe how the pedagogical feedback provided by one such game, Quandary, influenced two seventh graders’ written arguments in advocacy letters addressed to the state governor regarding a local environmental disaster
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Arya, 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.

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Computer games are part of our modern way of life. However, sure classes of human beings are excluded from this shape of leisure and social interaction because they're not able to use the interface of video games. The cause for this may be deficits in motor manage, vision or listening to. By the use of automated speech popularity structures (ASR), voice pushed instructions may be used to control the game, which may for that reason open up the opportunity for people with motor system trouble to be blanketed in- game communities. The aim of this paper is to discover a preferred way of using voic
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Tan, 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.

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The contributions of video games to learning, including vocabulary acquisition, have been acknowledged over the past few decades. In-game instructions may account for the majority of such contributions. This study checks whether such instructions can pique the curiosity of participants and subsequently enhance their vocabulary acquisition. Ten 11 to 12-year-old pupils were recruited for a month-long video game experiment. Three instruments, including vocabulary tests, interview questions and observation checklists, were employed. The qualitative data were analysed to determine the key aspects
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Evans, 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.

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Whether active gaming is an appropriate method to facilitate moderate-intensity physical activity in older adults remains unclear. The purpose of this study was to evaluate the intensity of physical activity and enjoyment while playing three active video games in older adults compared with younger adults. Ten younger and 10 older adults played three active games on separate days. Participants played two 15-min periods per game: one period at a self-selected intensity and one period with structured instructions to maximize the movement. Physical activity intensity and enjoyment were measured du
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Gampell, 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.

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Video game scholars examining the shortcomings of previous video game research reference the need for new and innovative methodologies. Existing video game research seemingly inhibits organic learning experiences by setting specific research targets or providing players with gameplay instructions, hence utilising methodological approaches that study the learning process from the outside. With the increasing popularity of both serious and mainstream disaster video games, a necessity exists for innovative research to explore how video games can be used as learning tools. Based upon the researche
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Galvis 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.

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This small-scale action-research study examines the perceptions of four students in a military academy in Colombia undergoing the processof using a mainstream video game in their EFL classes instead of classic forms of instruction. The video game used served to approach EFL by means of language exploratory activities designed according to the context present in the video game and the course linguistic objectives. This study was conducted on the grounds that computer technology offers the possibility of enhancing EFL instruction by means of simulating and augmenting the target language context.
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Sitohang, 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.

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This study discusses the differences in self-efficacy of class X students at SMK N 17 Jakarta from the application of the PBI learning model with the help of two different learning media. The media used in this research are learning videos which applied to the experimental class and educational games (quizizz) in the control class. The limitations of the problem in this study include, the broad scope only includes information obtained from the results of the application of the PBI learning model with two different media on student self-efficacy, the information presented, includes : applicatio
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Jaipal, 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.

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Marino, 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.

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Chappell, 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.

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WE LIVE IN AN ERA IN which students are more media savvy than ever. Throughout their school years, students encounter numerous media, such as videotapes, CD-ROMs, video games, and the World Wide Web. When planning mathematics instruction, it seems reasonable to use media resources, such as classic movies, that have rich potential for engaging students in the learning process.
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Setiyadi, 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.

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Abstract
 
 Children are more interested in playing mobile games than reading books. Therefore mobile devices can be utilized in the learning process and learning tools in the interactive learning applications based on Android mobile devices. Computer-based learning or often called Computer Based Instruction, provides a clearer and more understandable understanding of the material with a variety of appropriate simulations. In this study, an interactive learning application was designed by applying the Computer Based Instruction method, also this application can be used to learn the t
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Sanger, 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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Abstract The concept of expertise is an appealing topic in numerous domains, including sport. Research suggests that the path leading to expertise in sport is significantly influenced by the development of specific components, such as knowledge, skill, and game-performance (Thomas and Thomas, 1994). A relatively new technique in the field of teaching and coaching is the use of video games as a mode of instruction (Swing and Anderson, 2008). The purpose of this study was to address the question of whether video games can improve declarative and procedural sport knowledge. Twenty-seven volunteer
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