Academic literature on the topic 'Video games Computer games Learning'
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Journal articles on the topic "Video games Computer games Learning"
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.
Full textColăcel, 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.
Full textApril, 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.
Full textHuang, 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.
Full textGee, 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.
Full textGee, 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.
Full textMitgutsch, 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.
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 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 textIvanauskienė, 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.
Full textDissertations / Theses on the topic "Video games Computer games Learning"
Cooley, Benjamin. "Detecting Learning Styles in Video Games." DigitalCommons@CalPoly, 2015. https://digitalcommons.calpoly.edu/theses/1369.
Full textBergsten, 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.
Full textVidlund, 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.
Full textHallros, 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.
Full textGoeringer, 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.
Full textKrča, 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.
Full textGarcía, 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.
Full textTempleton, 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.
Full textLipinski, 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.
Full textMarfisi-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.
Full textBooks on the topic "Video games Computer games Learning"
Good video games and good learning: Collected essays on video games, learning, and literacy. P. Lang, 2007.
Find full textElisabeth, Hayes, ed. Women and gaming: The Sims and 21st century learning. Palgrave Macmillan, 2010.
Find full textGee, James Paul. Women and gaming: The Sims and 21st century learning. Palgrave Macmillan, 2010.
Find full textGee, James Paul. Women and gaming: The Sims and 21st century learning. Palgrave Macmillan, 2009.
Find full textCarol, 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.
Find full textFreyermuth, Gundolf S., Lisa Gotto, and Fabian Wallenfels. Serious Games, Exergames, Exerlearning: Zur Transmedialisierung und Gamification des Wissenstransfers. Transcript, 2013.
Find full textBook chapters on the topic "Video games Computer games Learning"
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.
Full textPadilla-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.
Full textKringiel, 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.
Full textJohns, 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.
Full textZhang, 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.
Full textTakala, 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.
Full textChee, 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.
Full textLacasa, Pilar. "Learning and Video Games." In Learning in Real and Virtual Worlds. Palgrave Macmillan US, 2013. http://dx.doi.org/10.1057/9781137312051_1.
Full textBarr, 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.
Full textLacasa, Pilar. "Art and Video Games." In Learning in Real and Virtual Worlds. Palgrave Macmillan US, 2013. http://dx.doi.org/10.1057/9781137312051_7.
Full textConference papers on the topic "Video games Computer games Learning"
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.
Full textBeltran, 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.
Full textNg, 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.
Full textYao 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.
Full textLópez 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.
Full textMatei, 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.
Full textSkinner, 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.
Full textAnthony T. Cangao, Christian, Pamela A. Custodio, and Ma Teresita Borja-Osalla. "Learning as an adventure: how online video gaming values can recreate the traditional classroom." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2010. http://dx.doi.org/10.5176/978-981-08-5480-5_116.
Full textPantoja, 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.
Full textSykes, 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.
Full textReports on the topic "Video games Computer games Learning"
Video Games for Learning and Development. IEDP Ideas for Leaders, 2013. http://dx.doi.org/10.13007/123.
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