Academic literature on the topic 'Video games Computer games Learning'

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Journal articles on the topic "Video games Computer games Learning"

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de Felix, Judith Walker, and Richard T. Johnson. "Learning from Video Games." Computers in the Schools 9, no. 2-3 (1993): 119–34. http://dx.doi.org/10.1300/j025v09n02_11.

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Colăcel, Onoriu. "Speech Acts in Post-Apocalyptic Games: The Last of Us (2014)." Messages, Sages, and Ages 4, no. 1 (2017): 41–50. http://dx.doi.org/10.1515/msas-2017-0004.

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Abstract Among everything else post-apocalyptic video games have come to stand for, notions of in-group versus out-group communication are paramount. The Last of Us (2014, Naughty Dog/Sony Computer Entertainment) is a case in point. I look into the game’s use of subtitles and didactic texts in order to find out to the extent speech acts shape the player’s understanding of what the video game is. As an understudied aspect of video games, HUD or menu elements, as well as characters’ exchanges and voice-over narration, disclose what it is like to be alive, dead or in-between. Essentially, they sh
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April, Kurt A., Katja M. J. Goebel, Eddie Blass, and Jonathan Foster-Pedley. "Developing Decision-Making Skill." International Journal of Information Systems and Social Change 3, no. 4 (2012): 1–17. http://dx.doi.org/10.4018/jissc.2012100101.

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This paper explores the value that computer and video games bring to learning and leadership and explores how games work as learning environments and the impact they have on personal development. The study looks at decisiveness, decision-making ability and styles, and on how this leadership-related skill is learnt through different paradigms. The paper compares the learning from a lecture to the learning from a designed computer game, both of which have the same content through the use of a spot test, taken immediately after the lecture and the game, and seven day retest scores. It also presen
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Huang, Yan, Stefanus Jasin, and Puneet Manchanda. "“Level Up”: Leveraging Skill and Engagement to Maximize Player Game-Play in Online Video Games." Information Systems Research 30, no. 3 (2019): 927–47. http://dx.doi.org/10.1287/isre.2019.0839.

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We propose a novel two-stage data-analytic modeling approach to gamer matching for multiplayer video games. In the first stage, we build a hidden Markov model to capture how gamers' latent engagement state evolves as a function of their game-play experience and outcome and the relationship between their engagement state and game-play behavior. We estimate the model using a data set containing detailed information on 1,309 randomly sampled gamers' playing histories over 29 months. We find that high-, medium-, and low-engagement-state gamers respond differently to motivations, such as feelings o
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Gee, James Paul. "Are Video Games Good for Learning?" Nordic Journal of Digital Literacy 1, no. 03 (2006): 172–83. http://dx.doi.org/10.18261/issn1891-943x-2006-03-02.

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Gee, James Paul. "Learning by Design: Good Video Games as Learning Machines." E-Learning and Digital Media 2, no. 1 (2005): 5–16. http://dx.doi.org/10.2304/elea.2005.2.1.5.

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This article asks how good video and computer game designers manage to get new players to learn long, complex and difficult games. The short answer is that designers of good games have hit on excellent methods for getting people to learn and to enjoy learning. The longer answer is more complex. Integral to this answer are the good principles of learning built into successful games. The author discusses 13 such principles under the headings of ‘Empowered Learners’, ‘Problem Solving’ and ‘Understanding’ and concludes that the main impediment to implementing these principles in formal education i
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Mitgutsch, Konstantin. "Playful Learning Experiences." International Journal of Gaming and Computer-Mediated Simulations 3, no. 3 (2011): 54–68. http://dx.doi.org/10.4018/jgcms.2011070104.

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Players use digital games as playgrounds for their interests, passions, values, and beliefs. Computer games entertain us, please our needs, challenge our abilities, make us engage with other players, and confront us with novel experiences. Today, video games foster learning, but how players connect their learning through playing games to their biographies is a question yet unanswered. This paper outlines basic theoretical assumptions on playful learning experiences and empirical insights into meaningful learning patterns. On this basis it presents the central results of an innovative qualitati
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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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Ben 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.

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A serious game is a computer application that combines a serious intention of a pedagogical, informative and a communicational type with playful springs of the video game (want to win, collaboration, competition, strategy). This two-dimensional approach has transformed the game from a simple means of entertainment to a robust-integrated tool growing in the world of training and learning. Serious games include the engagement of video games with the worlds of educational and computer simulation to integrate the user in a safe and entertaining learning environment. Many techniques have been used
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Ivanauskienė, Gintė Marija. "Integration of Video Games in Teaching and Learning at School: Use, Analyze, Make-create." Vilnius University Open Series 3 (December 28, 2020): 42–52. http://dx.doi.org/10.15388/sre.2020.4.

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This article aims to reveal different ways of integrating video games, and emerging challenges in Lithuanian schools. The integration of computer games is exposed by selecting the project Big Small Screens. Media Literacy in Schools of Lithuania and analyzing the experience of teachers who participated in this project. The research showed that the project activities invite teachers and pupils to change the perspective of their view and become critics or creators. However, while the integration of video games can bring many positive results, this process also contains a number of challenges. Th
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Dissertations / Theses on the topic "Video games Computer games Learning"

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Cooley, Benjamin. "Detecting Learning Styles in Video Games." DigitalCommons@CalPoly, 2015. https://digitalcommons.calpoly.edu/theses/1369.

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Video games are increasingly becoming more intelligent, able to adapt themselves to the individual gamer. Learning styles are a set of models used to categorize people into different types of learners to explain why some people learn better through different methods. Since learning and exploration are such fundamental parts of the video game experience, it is interesting to consider the possibility of applying these learning style models to video games, allowing the video game to adapt to its player, providing a better experience. To consider such adaptation, the game must first be able to det
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Bergsten, John, and Konrad Öhman. "Player Analysis in Computer Games Using Artificial Neural Networks." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14812.

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Star Vault AB is a video game development company that has developed the video game Mortal Online. The company has stated that they believe that players new to the game repeatedly find themselves being lost in the game. The objective of this study is to evaluate whether or not an Artificial Neural Network can be used to evaluate when a player is lost in the game Mortal Online. This is done using the free open source library Fast Artifical Neural Network Library. People are invited to a data collection event where they play a tweaked version of the game to facilitate data collection. Players sp
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Vidlund, Anna. "English in video and online computer games : Potential enhancement of players’ vocabulary." Thesis, Linnéuniversitetet, Institutionen för språk (SPR), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-28402.

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The aim of this essay is to distinguish whether the activity of playing video and online computer games as a leisure activity could be considered to be a learning situation. With the focus on vocabulary, this study investigates the possibility that gamers could improve their language proficiency while playing video and online computer games. The methodology is based on qualitative observations (Patel & Davidson 2011) and on interviews with seven players of five different games. The observations mainly considered the vocabulary used in the games and how the players used the English language
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Hallros, Per, and Niklas Pålsson. "SIMULATING A SYSTEM : Using video games as tools to promote self-directed learning." Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-447884.

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As a response to finding innovative ways of using games as tools for learning we explore the design process of creating a game system meant to promote self-directed learning. This thesis explores what design pillars a game system needs to follow when making a game that is meant to promote self-directed learning through reflection on cause and effect relations. We use a theoretical framework based on procedural rhetoric and self-directed learning in video games to inform our design process when creating an eco-adapted game system that provides experimentation opportunities. We adapt an ecosyste
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Goeringer, Tyler. "Massively Parallel Reinforcement Learning With an Application to Video Games." Case Western Reserve University School of Graduate Studies / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=case1373073319.

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Krča, Michal. "Making better serious games for children with ADHD : Guidelines for designing motivational video game training." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12448.

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This study examines how serious games may be designed and developed to contain engaging working memory (WM) training exercises. Video games have a high potential as WM exercise environment for children with ADHD, but it is still difficult to create a long-term training solution due to their problem to retain attention. This thesis aims for better understanding of ADHD children’s motivation to be trained by describing the creation of a game prototype that was designed with the help from WM experts, workshops with designers working on previous prototypes of the same game, guidance from medical d
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García, Ling Carlos. "Graphical Glitch Detection in Video Games Using CNNs." Thesis, KTH, Matematisk statistik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-273574.

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This work addresses the following research question: Can we detect videogame glitches using Convolutional Neural Networks? Focusing on the most common types of glitches, texture glitches (Stretched, Lower Resolution, Missing, and Placeholder). We first systematically generate a dataset with both images with texture glitches and normal samples.  To detect the faulty images we try both Classification and Semantic Segmentation approaches, with a clear focus on the former. The best setting in classification uses a ShuffleNetV2 architecture and obtains precisions of 80.0%, 64.3%, 99.2%, and 97.0% i
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Templeton, Joey Rebecca. "Recreational technology and its impact on the learning development of children ages 4-8 a meta-analysis for the 21st century classroom /." Orlando, Fla. : University of Central Florida, 2007. http://purl.fcla.edu/fcla/etd/CFE0001970.

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Lipinski, Michael. "Feasibility of the nintendo Ds for teaching problem-based learning in kindergarten through twelfth grade students." Diss., Columbia, Mo. : University of Missouri-Columbia, 2008. http://hdl.handle.net/10355/5760.

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Thesis (M.S.)--University of Missouri-Columbia, 2008.<br>The entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file. Title from title screen of research.pdf file (viewed on August 13, 2009) Includes bibliographical references.
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Marfisi-Schottman, Iza. "Méthodologie, modèles et outils pour la conception de Learning Games." Phd thesis, INSA de Lyon, 2012. http://tel.archives-ouvertes.fr/tel-00762855.

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Les Serious Games sont des jeux vidéo qui n'ont pas pour objectif premier le divertissement et qui peuvent être utilisé pour l'enseignement. Pertinents dans de nombreux domaines d'éducation, ils posent pourtant des problèmes liés à leur création fastidieuse et coûteuse en moyens et en temps. Dans cette thèse, nous nous intéressons tout particulièrement aux Serious Games pour l'éducation, appelés Learning Games (LG) et plus particulièrement aux LG pour la formation continue pour les étudiants en école d'ingénieur. Tout d'abord, nous avons procédé à une étude des besoins concrets des créateurs d
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Books on the topic "Video games Computer games Learning"

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Video games. Greenhaven Press, 2010.

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Good video games and good learning: Collected essays on video games, learning, and literacy. P. Lang, 2007.

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Learning XNA 3.0. O'Reilly, 2008.

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Elisabeth, Hayes, ed. Women and gaming: The Sims and 21st century learning. Palgrave Macmillan, 2010.

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Gee, James Paul. Women and gaming: The Sims and 21st century learning. Palgrave Macmillan, 2010.

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Gee, James Paul. Women and gaming: The Sims and 21st century learning. Palgrave Macmillan, 2009.

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Learning XNA 4.0. O'Reilly Media, 2011.

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Carol, Savill-Smith, and Great Britain. Learning and Skills Development Agency., eds. The Use of computer and video games for learning: A review of the literature. LSDA, 2004.

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Freyermuth, Gundolf S., Lisa Gotto, and Fabian Wallenfels. Serious Games, Exergames, Exerlearning: Zur Transmedialisierung und Gamification des Wissenstransfers. Transcript, 2013.

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Theory of Fun for Game Design. Paraglyph, 2004.

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Book chapters on the topic "Video games Computer games Learning"

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Lederman, Jaci Lee. "STEM Learning Through Video Games." In Encyclopedia of Computer Graphics and Games. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_328-1.

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Padilla-Zea, N., J. R. Lopez-Arcos, F. L. Gutiérrez-Vela, P. Paderewski, and N. Medina-Medina. "Architecture for Monitoring Learning Processes Using Video Games." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-44973-4_37.

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Kringiel, Danny. "Learning to Play: Video Game Literacy in the Classroom." In Computer Games and New Media Cultures. Springer Netherlands, 2012. http://dx.doi.org/10.1007/978-94-007-2777-9_40.

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Johns, Jay Dee. "Strategic Design: Breaking Mental Models Initiates Learning in Video Games." In Lecture Notes in Computer Science. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58509-3_35.

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Zhang, Lu, and Junjie Shang. "How Video Games Enhance Learning: A Discussion of James Paul Gee’s Views in His Book What Video Games Have to Teach Us About Learning and Literacy." In Lecture Notes in Computer Science. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20621-9_34.

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Takala, Tuukka M., Perttu Hämäläinen, Mikael Matveinen, Taru Simonen, and Jari Takatalo. "Enhancing Spatial Perception and User Experience in Video Games with Volumetric Shadows." In Computer-Human Interaction. Cognitive Effects of Spatial Interaction, Learning, and Ability. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-16940-8_5.

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Chee, Yam San, Kim Chwee Daniel Tan, Ek Ming Tan, and Mingfong Jan. "Learning Chemistry Performatively: Epistemological and Pedagogical Bases of Design-for-Learning with Computer and Video Games." In Issues and Challenges in Science Education Research. Springer Netherlands, 2012. http://dx.doi.org/10.1007/978-94-007-3980-2_16.

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Lacasa, Pilar. "Learning and Video Games." In Learning in Real and Virtual Worlds. Palgrave Macmillan US, 2013. http://dx.doi.org/10.1057/9781137312051_1.

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Barr, Matthew. "Video Games and Learning." In Graduate Skills and Game-Based Learning. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-27786-4_1.

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Lacasa, Pilar. "Art and Video Games." In Learning in Real and Virtual Worlds. Palgrave Macmillan US, 2013. http://dx.doi.org/10.1057/9781137312051_7.

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Conference papers on the topic "Video games Computer games Learning"

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Nagataki, Hiroyuki. "Learning computer science by watching video games." In the 9th Workshop in Primary and Secondary Computing Education. ACM Press, 2014. http://dx.doi.org/10.1145/2670757.2670770.

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Beltran, Jose Eduardo Padilla, Yaneth Patricia Caviativa Castro, and Maria Ines Mantilla. "Video Games as an Influence in Meaningful Learning." In 2017 European Conference on Electrical Engineering and Computer Science (EECS). IEEE, 2017. http://dx.doi.org/10.1109/eecs.2017.71.

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Ng, Raymond, and Robb Lindgren. "Examining the effects of avatar customization and narrative on engagement and learning in video games." 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.2013.6632611.

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Yao Zhou and Robb Lindgren. "Track and feel: The effects of user-generated content on engagement and learning in video games." 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.2013.6632632.

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López Guzmán, Juan Guillermo, and Cesar Julio Bustacara-Medina. "Relevant Independent Variables on MOBA Video Games to Train Machine Learning Algorithms." In WSCG'2021 - 29. International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision'2021. Západočeská univerzita, 2021. http://dx.doi.org/10.24132/csrn.2021.3002.19.

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Popularity of MultiplayerOnlineBattle Arena (MOBA)video gameshas grown considerably, its popularity as well as the complexity of their playability, have attracted the attention in recent years of researchers from various areas of knowledge and in particular how they have resorted to different machine learning techniques. The papers reviewed mainly look for patterns in multidimensional data sets. Furthermore, these previous researches do not present a way to select the independent variables(predictors)to train the models. For this reason, this paper proposes a listof variables based on the tech
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Matei, Stefania. "Digital Cultures of Commemoration: Learning and Unlearning History through Video Games." In 2015 20th International Conference on Control Systems and Computer Science (CSCS). IEEE, 2015. http://dx.doi.org/10.1109/cscs.2015.128.

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Skinner, Geoff, and Toby Walmsley. "Artificial Intelligence and Deep Learning in Video Games A Brief Review." In 2019 IEEE 4th International Conference on Computer and Communication Systems (ICCCS). IEEE, 2019. http://dx.doi.org/10.1109/ccoms.2019.8821783.

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Anthony 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.

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Pantoja, Maria. "Designing a New Video Game App as an aid for Introduction to Programming classes that use C Programming Language." In Third International Conference on Higher Education Advances. Universitat Politècnica València, 2017. http://dx.doi.org/10.4995/head17.2017.4606.

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This paper describes the use and development of a mobile application as an aid for an introduction to programming class in C, for first year engineering students. One of the biggest problems in teaching programming, and in particular in C is the concept of memory allocation and pointers. To help visualizing these concepts we developed an application in the form of a video game that works on both Android and iOS devices. The paper is inspired Digital Game Based Learning (DGBL) pedagogical theory, studying the kind of learning that happens when playing computer and video games, how to use this m
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Sykes, Richard, and Todd Emma. "The Impact on Student Learning Outcomes of Video When Used as a Primary Teaching Tool in the Internet Hybrid Classroom." In Annual International Conference on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2012. http://dx.doi.org/10.5176/2251-1679_cgat11.

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Reports on the topic "Video games Computer games Learning"

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Video Games for Learning and Development. IEDP Ideas for Leaders, 2013. http://dx.doi.org/10.13007/123.

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