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.
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 textSarhan, Shahenda, Mohamed Abu ElSoud, and Hebatullah Rashed. "Enhancing Video Games Policy Based on Least-Squares Continuous Action Policy Iteration: Case Study on StarCraft Brood War and Glest RTS Games and the 8 Queens Board Game." International Journal of Computer Games Technology 2016 (2016): 1–14. http://dx.doi.org/10.1155/2016/7090757.
Full textFernandez-Luque, L., T. Tøllefsen, and E. Brox. "Healthy Gaming – Video Game Design to promote Health." Applied Clinical Informatics 02, no. 02 (2011): 128–42. http://dx.doi.org/10.4338/aci-2010-10-r-0060.
Full textBesombes, Nicolas, and Pauline Maillot. "Body Involvement in Video Gaming as a Support for Physical and Cognitive Learning." Games and Culture 15, no. 5 (2018): 565–84. http://dx.doi.org/10.1177/1555412018820426.
Full textLoh, 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 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 textdel Blanco, Ángel, Javier Torrente, Pablo Moreno-Ger, and Baltasar Fernández-Manjón. "Integrating Adaptive Games in Student-Centered Virtual Learning Environments." International Journal of Distance Education Technologies 8, no. 3 (2010): 1–15. http://dx.doi.org/10.4018/jdet.2010070101.
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 textHolloway, Alexandra. "Better Birth through Games." International Journal of Gaming and Computer-Mediated Simulations 5, no. 3 (2013): 43–71. http://dx.doi.org/10.4018/jgcms.2013070104.
Full textBayeck, Rebecca Yvonne. "Examining Board Gameplay and Learning: A Multidisciplinary Review of Recent Research." Simulation & Gaming 51, no. 4 (2020): 411–31. http://dx.doi.org/10.1177/1046878119901286.
Full textTaylor, Matthew E., Nicholas Carboni, Anestis Fachantidis, Ioannis Vlahavas, and Lisa Torrey. "Reinforcement learning agents providing advice in complex video games." Connection Science 26, no. 1 (2014): 45–63. http://dx.doi.org/10.1080/09540091.2014.885279.
Full textMyers, David. "Guest editorial: Video games: Issues in research and learning." Simulation & Gaming 36, no. 4 (2005): 442–46. http://dx.doi.org/10.1177/1046878105282569.
Full textDuarte, Fernando Fradique, Nuno Lau, Artur Pereira, and Luis Paulo Reis. "A Survey of Planning and Learning in Games." Applied Sciences 10, no. 13 (2020): 4529. http://dx.doi.org/10.3390/app10134529.
Full textShokri, Hossein, and Seyed Jalal Abdolmanafi-Rokni. "The Impact of Computer Games on EFL Learners' Spelling: A Qualitative Study." Studies in English Language Teaching 2, no. 3 (2014): 266. http://dx.doi.org/10.22158/selt.v2n3p266.
Full textd’Escriván, Julio, and Nick Collins. "Musical Goals, Graphical Lure and Narrative Drive: VisualAudio in Games." Journal of Visual Culture 10, no. 2 (2011): 238–46. http://dx.doi.org/10.1177/1470412911402896.
Full textBiles, Melissa L., Jan L. Plass, and Bruce D. Homer. "Designing Digital Badges for Educational Games." International Journal of Gaming and Computer-Mediated Simulations 10, no. 4 (2018): 1–19. http://dx.doi.org/10.4018/ijgcms.2018100101.
Full textTurkay, Selen, Daniel Hoffman, Charles K. Kinzer, Pantiphar Chantes, and Christopher Vicari. "Toward Understanding the Potential of Games for Learning: Learning Theory, Game Design Characteristics, and Situating Video Games in Classrooms." Computers in the Schools 31, no. 1-2 (2014): 2–22. http://dx.doi.org/10.1080/07380569.2014.890879.
Full textMohamad, Yousef I., Samah S. Baraheem, and Tam V. Nguyen. "Olympic Games Event Recognition via Transfer Learning with Photobombing Guided Data Augmentation." Journal of Imaging 7, no. 2 (2021): 12. http://dx.doi.org/10.3390/jimaging7020012.
Full textCorredor, Javier. "Fostering Situated Conversation Through Game Play." Simulation & Gaming 49, no. 6 (2018): 718–34. http://dx.doi.org/10.1177/1046878118801408.
Full textInstr. Angham T. Saleh J. "Using Wordscapes Game as a Tool to Develop EFL Learners’ Vocabulary Repertoire." journal of the college of basic education 25, no. 105 (2019): 129–47. http://dx.doi.org/10.35950/cbej.v25i105.4793.
Full textGuntuboina, Chakradhar, Aditya Porwal, Preet Jain, and Hansa Shingrakhia. "Video Summarization for Multiple Sports Using Deep Learning." ELCVIA Electronic Letters on Computer Vision and Image Analysis 20, no. 1 (2021): 99–116. http://dx.doi.org/10.5565/rev/elcvia.1286.
Full textGee, James Paul. "What video games have to teach us about learning and literacy." Computers in Entertainment 1, no. 1 (2003): 20. http://dx.doi.org/10.1145/950566.950595.
Full textCrookall, David. "Editorial: Video games: Issues in research and learning, Part 1." Simulation & Gaming 36, no. 4 (2005): 437–39. http://dx.doi.org/10.1177/1046878105283148.
Full textWilliamson, Ben. "What video games have to teach us about learning and literacy." Technology, Pedagogy and Education 13, no. 1 (2004): 125–28. http://dx.doi.org/10.1080/14759390400200233.
Full textHamlen, Karla R., and Holly E. Gage. "Negotiating Students’ Conceptions of ‘Cheating’ in Video Games and in School." International Journal of Gaming and Computer-Mediated Simulations 3, no. 2 (2011): 44–56. http://dx.doi.org/10.4018/jgcms.2011040103.
Full textToh, Weimin, and David Kirschner. "Self-directed learning in video games, affordances and pedagogical implications for teaching and learning." Computers & Education 154 (September 2020): 103912. http://dx.doi.org/10.1016/j.compedu.2020.103912.
Full textMuñoz, Adolfo, Rostislav Oliynyk, and Elena Shliakhovchuk. "Gen Zers Video Game Preferences and Learning Outcomes: Toward designing better games." International Journal of Technology Enhanced Learning 1, no. 1 (2020): 1. http://dx.doi.org/10.1504/ijtel.2020.10030278.
Full textShliakhovchuk, Elena, Rostislav Oliynyk, and Adolfo Muñoz García. "Gen Zers' video game preferences and learning outcomes: toward designing better games." International Journal of Technology Enhanced Learning 13, no. 2 (2021): 208. http://dx.doi.org/10.1504/ijtel.2021.114075.
Full textWeiss, Alfred, and Sharon Tettegah. "World of Race War." International Journal of Gaming and Computer-Mediated Simulations 4, no. 4 (2012): 33–44. http://dx.doi.org/10.4018/jgcms.2012100103.
Full textDunbar, Norah E., Matthew L. Jensen, Claude H. Miller, et al. "Mitigation of Cognitive Bias with a Serious Game." International Journal of Game-Based Learning 7, no. 4 (2017): 86–100. http://dx.doi.org/10.4018/ijgbl.2017100105.
Full textShaffer, David Williamson. "Epistemic Games as Career Preparatory Experiences for Students with Disabilities." Journal of Special Education Technology 22, no. 3 (2007): 57–69. http://dx.doi.org/10.1177/016264340702200306.
Full textSanchez, Diana R., and Markus Langer. "Video Game Pursuit (VGPu) Scale Development: Designing and Validating a Scale With Implications for Game-Based Learning and Assessment." Simulation & Gaming 51, no. 1 (2019): 55–86. http://dx.doi.org/10.1177/1046878119882710.
Full textYan, Zhenggang, Yue Yu, and Mohammad Shabaz. "Optimization Research on Deep Learning and Temporal Segmentation Algorithm of Video Shot in Basketball Games." Computational Intelligence and Neuroscience 2021 (September 6, 2021): 1–10. http://dx.doi.org/10.1155/2021/4674140.
Full textHewett, Katherine J. E., Bethanie C. Pletcher, and Guang Zeng. "The 21st-Century Classroom Gamer." Games and Culture 15, no. 2 (2018): 198–223. http://dx.doi.org/10.1177/1555412018762168.
Full textPérez, Santiago A., Ana M. Díaz, and Diego M. López. "Personalized Tracking of Physical Activity in Children Using a Wearable Heart Rate Monitor." International Journal of Environmental Research and Public Health 17, no. 16 (2020): 5895. http://dx.doi.org/10.3390/ijerph17165895.
Full textJaramillo-Alcázar, Angel, Paz Cortez-Silva, Marco Galarza-Castillo, and Sergio Luján-Mora. "A Method to Develop Accessible Online Serious Games for People with Disabilities: A Case Study." Sustainability 12, no. 22 (2020): 9584. http://dx.doi.org/10.3390/su12229584.
Full textNowak, Kristine L., Marina Krcmar, and Kirstie M. Farrar. "The Causes and Consequences of Presence: Considering the Influence of Violent Video Games on Presence and Aggression." Presence: Teleoperators and Virtual Environments 17, no. 3 (2008): 256–68. http://dx.doi.org/10.1162/pres.17.3.256.
Full textVodopivec, Tom, Spyridon Samothrakis, and Branko Ster. "On Monte Carlo Tree Search and Reinforcement Learning." Journal of Artificial Intelligence Research 60 (December 20, 2017): 881–936. http://dx.doi.org/10.1613/jair.5507.
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 textHewett, Katherine J. E., Guang Zeng, and Bethanie C. Pletcher. "The Acquisition of 21st-Century Skills Through Video Games: Minecraft Design Process Models and Their Web of Class Roles." Simulation & Gaming 51, no. 3 (2020): 336–64. http://dx.doi.org/10.1177/1046878120904976.
Full textYi, Liu, Qiqi Zhou, Tan Xiao, Ge Qing, and Igor Mayer. "Conscientiousness in Game-Based Learning." Simulation & Gaming 51, no. 5 (2020): 712–34. http://dx.doi.org/10.1177/1046878120927061.
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