Academic literature on the topic 'Video games Video games Learning'
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Journal articles on the topic "Video games Video games Learning"
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.
Full textde 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 textMalhotra, 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.
Full textEvans, 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.
Full textSari, 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.
Full textSchenk, 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.
Full textOrtiz, 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.
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 textWest, 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.
Full textHladonik, 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.
Full textDissertations / Theses on the topic "Video games Video games Learning"
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.
Full textTisa, 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.
Full textZagal, José Pablo. "Supporting learning about games." Diss., Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24814.
Full textCooley, Benjamin. "Detecting Learning Styles in Video Games." DigitalCommons@CalPoly, 2015. https://digitalcommons.calpoly.edu/theses/1369.
Full textRutherford, Kevin J. "Playing/Writing: Connecting Video Games, Learning, and Composition." Miami University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=miami1281125116.
Full textLaveborn, 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.
Full textZagal, José Pablo. "Supporting learning about games." Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24814.
Full textOrkin, Jeffrey David. "Learning plan networks in conversational video games." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/41757.
Full textScott, Gavin. "Complementary Companion Behavior in Video Games." DigitalCommons@CalPoly, 2017. https://digitalcommons.calpoly.edu/theses/1744.
Full textSatwicz, 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.
Full textBooks on the topic "Video games Video games Learning"
Good video games and good learning: Collected essays on video games, learning, and literacy. P. Lang, 2007.
Find full textGee, James Paul. Women and gaming: The Sims and 21st century learning. Palgrave Macmillan, 2009.
Find full textLearning to play: Exploring the future of education with video games. Peter Lang, 2011.
Find full textGee, James Paul. Women and gaming: The Sims and 21st century learning. Palgrave Macmillan, 2010.
Find full textElisabeth, Hayes, ed. Women and gaming: The Sims and 21st century learning. Palgrave Macmillan, 2010.
Find full textGames, learning, and society: Learning and meaning in the digital age. Cambridge University Press, 2012.
Find full textBook chapters on the topic "Video games Video games Learning"
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.
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 textAbramsChee, 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.
Full textRedmond, 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.
Full textGee, 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.
Full textLederman, 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 textHickey, 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.
Full textStopel, 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.
Full textSchrader, 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.
Full textConference papers on the topic "Video games Video games Learning"
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.
Full textFowler, 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.
Full text"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.
Full textSoegoto, 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.
Full textNovak, 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.
Full textSaid, 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.
Full textNagataki, 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 textFulmore, 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.
Full textMeng, 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.
Full textFuentes 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.
Full textReports on the topic "Video games Video games Learning"
Wilken, Michael. Wounded Warrior Games (Video). Defense Technical Information Center, 2011. http://dx.doi.org/10.21236/ada543110.
Full textAnderson, G. Oscar. Video Games and Americans Age 50-Plus. AARP Research, 2016. http://dx.doi.org/10.26419/res.00125.002.
Full textThompson, Michael, and Cynthia Irvine. Active Learning with the CyberCIEGE Video Game. Defense Technical Information Center, 2011. http://dx.doi.org/10.21236/ada547670.
Full textAnderson, G. Oscar. Video Games: Attitudes and Habits of Adults Age 50-Plus. AARP Research, 2016. http://dx.doi.org/10.26419/res.00125.001.
Full textSinde, 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.
Full textMuñoz 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.
Full textMartínez-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.
Full textHerr, 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.
Full textPallavicini, 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.
Full textJiménez 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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