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

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

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Newcombe, Jonathan, and Billy Brick. "Blending Video Games Into Language Learning." International Journal of Computer-Assisted Language Learning and Teaching 7, no. 4 (2017): 75–89. http://dx.doi.org/10.4018/ijcallt.2017100106.

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Around 2 billion people worldwide engage in video games and a similar number of English language learners are anticipated by the year 2020. It can be assumed that many language learners are also ‘gamers', and that a language learner may play a video game to learn English. This article focuses on the language learning affordances in offline video games. General game-based learning principles identified by Gee are used as the method to identify and classify the learning affordances in a selection of video games. These learning principles are explained and then used to detail general learning opp
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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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Malhotra, Varun M., Pratyush R. Kabra, and Ritika Malhotra. "Attitudes and practices of medical students regarding video-games: should community medicine educationists get serious about serious games." International Journal Of Community Medicine And Public Health 4, no. 3 (2017): 729. http://dx.doi.org/10.18203/2394-6040.ijcmph20170748.

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Background: Present medicos belong to a generation called ‘Millennials’ or ‘Net Generation’. They spend less time reading, and are more comfortable in image-rich environments provided by New Media. The objective of the study is to identify knowledge, attitudes and practices of medical students regarding video-games, with the aim of prompting community medicine teachers to consider serious games as a teaching-learning tool.Methods: The study was conducted among undergraduate medical students who self-administered a structured questionnaire eliciting their practices and attitudes regarding video
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Evans, Michael A., Anderson Norton, Mido Chang, Kirby Deater-Deckard, and Osman Balci. "Youth and Video Games." Zeitschrift für Psychologie 221, no. 2 (2013): 98–106. http://dx.doi.org/10.1027/2151-2604/a000135.

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Recent research suggests that video games and social media may influence youths’ lives in ways that deserve attention from psychologists, mathematics educators, and learning scientists. For example, positive effects on engagement, which can increase probability of mathematics proficiency, have been reported in the literature. We examine this issue with emphasis on the effects of video game play on youth learning and engagement; what features, attributes, and mechanisms of video games have been identified as most salient for these factors; and how scholarship in the domain might design more rig
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Sari, Dinar Ayu Mirunggan, Murtono Murtono, and Irfai Fathurohman. "Pengembangan Media Video Animasi 3D Dalam Permainan Tradisional Petak Benteng Untuk Keterampilan Motorik." Risenologi 6, no. 1 (2021): 8–12. http://dx.doi.org/10.47028/j.risenologi.2021.61.147.

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The purpose of this research is to explain the ddevelopment of 3D animated video media in traditional games of petak benteng for motor skills. The children (students) began to recognize the traditional game of petak benteng. Researchers developed a traditional game of petak benteng by using it as a 3D animated video to introduce the game. So that the game is not inferior to modern games. This researcher is a research and development (RnD). Sources of fata in this study are primary data and secondary data. The data techniques, and interviews. The result of this research is that 3D aniamtion vid
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Schenk, Sabrina, Robert K. Lech, and Boris Suchan. "Games people play: How video games improve probabilistic learning." Behavioural Brain Research 335 (September 2017): 208–14. http://dx.doi.org/10.1016/j.bbr.2017.08.027.

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Ortiz, Luz, Héctor Tillerias, Christian Chimbo, and Veronica Toaza. "Impact on the video game industry during the COVID-19 pandemic." Athenea 1, no. 1 (2020): 5–13. http://dx.doi.org/10.47460/athenea.v1i1.1.

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This work presents trends and comparisons that show a change in the consumption and production of video games in times of confinement due to the health emergency. The video game industry has modified its philosophy and adapted its products to the new requirements and trends of consumers who see in this activity a way to appease the psychological and social impact due to quarantine and isolation. There is evidence of a 65% increase in the use of online video games, which has broken a world record. Products that have new aspects and considerations never before proposed by this great industry hav
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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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West, Greg L., Kyoko Konishi, and Veronique D. Bohbot. "Video Games and Hippocampus-Dependent Learning." Current Directions in Psychological Science 26, no. 2 (2017): 152–58. http://dx.doi.org/10.1177/0963721416687342.

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Research examining the impact of video games on neural systems has largely focused on visual attention and motor control. Recent evidence now shows that video games can also impact the hippocampal memory system. Further, action and 3D-platform video-game genres are thought to have differential impacts on this system. In this review, we examine the specific design elements unique to either action or 3D-platform video games and break down how they could either favor or discourage use of the hippocampal memory system during gameplay. Analysis is based on well-established principles of hippocampus
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Hladonik, G. V. "VIDEO GAMES AS LANGUAGE LEARNING TOOLS." Innovate Pedagogy 2, no. 33 (2021): 139–45. http://dx.doi.org/10.32843/2663-6085/2021/33-2.27.

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Dissertations / Theses on the topic "Video games Video games Learning"

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Edlund, Joar, and Jack Jönsson. "Reinforcement Learning for Video Games." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-239363.

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We present an implementation of a specific type of deep reinforcement learning algorithm known as deep Qlearning. With a Convolutional Neural Network (CNN) combined with our Q-learning algorithm, we trained an agent to play the game of Snake. The input to the CNN is the raw pixel values from the Snake environment and the output is a value function which estimates future rewards for different actions. We implemented the Q-learning algorithm on a grid based and a pixel based representation of the Snake environment and found that the algorithm can perform at human level on smaller grid based repr
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Tisa, Lynda Giselle. "Adolescents and video games what I discovered about authentic learning and video games /." Access to citation, abstract and download form provided by ProQuest Information and Learning Company; downloadable PDF file 0.87Mb, 99 p, 2005. http://wwwlib.umi.com/dissertations/fullcit/3181865.

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Zagal, José Pablo. "Supporting learning about games." Diss., Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24814.

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It seems like teaching about games should be easy. After all, students enjoy engaging with course content and have extensive experience with videogames. However, games education can be surprisingly complex. I explore the question of what it means to understand games by looking at the challenges and problems faced by students taking games-related classes. My findings include realizing that extensive prior videogame experience often interferes with students abilities to reason critically and analytically about games, and that students have difficulties articulating their experiences and observa
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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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Rutherford, Kevin J. "Playing/Writing: Connecting Video Games, Learning, and Composition." Miami University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=miami1281125116.

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Laveborn, Joel. "Video Game Vocabulary : The effect of video games on Swedish learners‟ word comprehension." Thesis, Karlstad University, Karlstad University, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-5487.

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<p>Video games are very popular among children in the Western world. This study was done in order to investigate if video games had an effect on 49 Swedish students‟ comprehension of English words (grades 7-8). The investigation was based on questionnaire and word test data. The questionnaire aimed to measure with which frequency students were playing video games, and the word test aimed to measure their word comprehension in general. In addition, data from the word test were used to investigate how students explained the words. Depending on their explanations, students were categorized as eit
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Zagal, José Pablo. "Supporting learning about games." Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24814.

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Thesis (Ph.D.)--Computing, Georgia Institute of Technology, 2008.<br>Committee Chair: Bruckman, Amy; Committee Member: Guzdial, Mark; Committee Member: Juul, Jesper; Committee Member: Kolodner, Janet; Committee Member: Mateas, Michael.
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Orkin, Jeffrey David. "Learning plan networks in conversational video games." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/41757.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2007.<br>Includes bibliographical references (p. 121-123).<br>We look forward to a future where robots collaborate with humans in the home and workplace, and virtual agents collaborate with humans in games and training simulations. A representation of common ground for everyday scenarios is essential for these agents if they are to be effective collaborators and communicators. Effective collaborators can infer a partner's goals and predict future actions. Effective com
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Scott, Gavin. "Complementary Companion Behavior in Video Games." DigitalCommons@CalPoly, 2017. https://digitalcommons.calpoly.edu/theses/1744.

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Companion characters in are present in many video games across genres, serving the role of the player's partner. Their goal is to support the player's strategy and to immerse the player by providing a believable companion. These companions often only perform rigidly scripted actions and fail to adapt to an individual player's play-style, detracting from their usefulness. Behavior like this can also become frustrating to the player if the companions become more of a hindrance than they are a benefit. Other work, including this project's precursor, focused on building companions that mimic the p
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Satwicz, Thomas. "Technology at play : an ethnographic study of young people's video gaming practices /." Thesis, Connect to this title online; UW restricted, 2006. http://hdl.handle.net/1773/7714.

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Books on the topic "Video games Video 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 in video game affinity spaces. P. Lang, 2011.

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

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Learning to play: Exploring the future of education with video games. Peter Lang, 2011.

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

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

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Learning XNA 3.0. O'Reilly, 2008.

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Videogames and education. M.E. Sharpe, 2008.

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Games, learning, and society: Learning and meaning in the digital age. Cambridge University Press, 2012.

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

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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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AbramsChee, Sandra Schamroth. "Video Games in the Classroom." In Playful Teaching, Learning Games. SensePublishers, 2011. http://dx.doi.org/10.1007/978-94-6091-460-7_3.

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Redmond, Theresa, and Scott Seider. "Video Games for Prosocial Learning." In Encyclopedia of the Sciences of Learning. Springer US, 2012. http://dx.doi.org/10.1007/978-1-4419-1428-6_887.

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Gee, James Paul. "Video Games, Learning, and “Content”." In Games: Purpose and Potential in Education. Springer US, 2008. http://dx.doi.org/10.1007/978-0-387-09775-6_3.

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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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Hickey, Daniel T., and Ellen Jameson. "Designing for Participation in Educational Video Games." In Assessment in Game-Based Learning. Springer New York, 2012. http://dx.doi.org/10.1007/978-1-4614-3546-4_20.

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Stopel, Bartosz. "On Botched Cinematic Transformations of Video Games." In Second Language Learning and Teaching. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-25189-5_12.

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Schrader, P. G., Kenneth J. Fasching-Varner, and Michael P. McCreery. "Narrative, Video Games, and Performance In Situ." In Game-based Learning Across the Disciplines. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-75142-5_16.

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

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Alonso, Eloi, Maxim Peter, David Goumard, and Joshua Romoff. "Deep Reinforcement Learning for Navigation in AAA Video Games." In Thirtieth International Joint Conference on Artificial Intelligence {IJCAI-21}. International Joint Conferences on Artificial Intelligence Organization, 2021. http://dx.doi.org/10.24963/ijcai.2021/294.

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In video games, \non-player characters (NPCs) are used to enhance the players' experience in a variety of ways, e.g., as enemies, allies, or innocent bystanders. A crucial component of NPCs is navigation, which allows them to move from one point to another on the map. The most popular approach for NPC navigation in the video game industry is to use a navigation mesh (NavMesh), which is a graph representation of the map, with nodes and edges indicating traversable areas. Unfortunately, complex navigation abilities that extend the character's capacity for movement, e.g., grappling hooks, jetpack
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Fowler, Allan, Brian Cusack, and Alessandro Canossa. "Measuring Learning in Video Games." In IE2014: Interactive Entertainment 2014. ACM, 2014. http://dx.doi.org/10.1145/2677758.2677771.

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"Ethical Issues of Simulation Video Games." In 2th European Conference on Game Based Learning. ACPI, 2019. http://dx.doi.org/10.34190/gbl.19.060.

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Soegoto, D., and I. Firmansyah. "Utilize Video Games for Learning Method." In Proceedings of the 1st International Conference on Informatics, Engineering, Science and Technology, INCITEST 2019, 18 July 2019, Bandung, Indonesia. EAI, 2019. http://dx.doi.org/10.4108/eai.18-7-2019.2287828.

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Novak, Elena, and Janet Tassell. "Video Games that Improve ‘Learning to Learn’: Focus on Action Video Game Play Elements." In 2017 IEEE 17th International Conference on Advanced Learning Technologies (ICALT). IEEE, 2017. http://dx.doi.org/10.1109/icalt.2017.152.

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Said, Huwida, Nedaa B. Al Barghuthi, Shamma Al Marri, Qusay H. Mahmoud, and May Altaei. "FUN VIDEO GAMES FOR LEARNING INFORMATION SECURITY." In 10th International Conference on Education and New Learning Technologies. IATED, 2018. http://dx.doi.org/10.21125/edulearn.2018.2522.

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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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Fulmore, Yvonne. "Video Games and the Customization of Learning." In GenderIT '15: The Third Conference on GenderIT. ACM, 2015. http://dx.doi.org/10.1145/2807565.2807710.

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Meng, Wang, Chen Yingfeng, Lv Tangjie, et al. "Reinforcement Learning with Action-Specific Focuses in Video Games." In 2020 IEEE Conference on Games (CoG). IEEE, 2020. http://dx.doi.org/10.1109/cog47356.2020.9231608.

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Fuentes Chab, Iván Humberto, Damián Uriel Rosado Castellanos, Olivia Graciela Fragoso Diaz, and Ivette Stephany Pacheco Farfán. "Quality Model based on Playability for the Understandability and Usability Components in Serious Video Games." In 9th International Conference on Signal, Image Processing and Pattern Recognition (SPPR 2020). AIRCC Publishing Corporation, 2020. http://dx.doi.org/10.5121/csit.2020.101912.

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A serious video game is an easy and practical way to get the player to learn about a complex subject, such as performing integrals, applying first aid, or even getting children to learn to read and write in their native language or another language. Therefore, to develop a serious video game, you must have a guide containing the basic or necessary elements of its software components to be considered. This research presents a quality model to evaluate the playability, taking the attributes of usability and understandability at the level of software components. This model can serve as parameters
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Reports on the topic "Video games Video games Learning"

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Wilken, Michael. Wounded Warrior Games (Video). Defense Technical Information Center, 2011. http://dx.doi.org/10.21236/ada543110.

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Anderson, G. Oscar. Video Games and Americans Age 50-Plus. AARP Research, 2016. http://dx.doi.org/10.26419/res.00125.002.

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Thompson, Michael, and Cynthia Irvine. Active Learning with the CyberCIEGE Video Game. Defense Technical Information Center, 2011. http://dx.doi.org/10.21236/ada547670.

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Anderson, G. Oscar. Video Games: Attitudes and Habits of Adults Age 50-Plus. AARP Research, 2016. http://dx.doi.org/10.26419/res.00125.001.

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Sinde, J., C. Medrano, and JI Martínez. Transmission of values in adolescents: an analysis with video games. Revista Latina de Comunicación Social, 2015. http://dx.doi.org/10.4185/rlcs-2015-1044en.

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Muñoz González, JM, and B. Segovia Aguilar. How do teenagers interact with video games? Preferences and performative skills. Revista Latina de Comunicación Social, 2019. http://dx.doi.org/10.4185/rlcs-2019-1335en.

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Martínez-Cano, FJ, R. Cifuentes-Albeza, and B. Ivars Nicolás. Prosocial video games as a transitional space for peace: the case of Reconstrucción. Revista Latina de Comunicación Social, 2019. http://dx.doi.org/10.4185/rlcs-2019-1394en.

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Herr, Christopher, and Dennis Allen. Video Games as a Training Tool to Prepare the Next Generation of Cyber Warriors. Defense Technical Information Center, 2014. http://dx.doi.org/10.21236/ada610664.

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Pallavicini, Federica, Alessandro Pepe, and Fabrizia Mantovani. Commercial Off-The-Shelves Video Games for Reducing Stress and Anxiety: A PRISMA Systematic Review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2021. http://dx.doi.org/10.37766/inplasy2021.3.0081.

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Jiménez Alcázar, Juan Francisco. Factions and nations: identity and identification in the historical video games set in the middle ages. Edicions de la Universitat de Lleida, 2021. http://dx.doi.org/10.21001/itma.2021.15.15.

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