[BOOK][B] Understanding video games: The essential introduction

S Egenfeldt-Nielsen, JH Smith, SP Tosca - 2019 - taylorfrancis.com
From Pong to virtual reality, Understanding Video Games, 4th Edition, takes video game
studies into the next decade of the twenty-first century, highlighting changes in the area …

Students' perceptions about the use of video games in the classroom

J Bourgonjon, M Valcke, R Soetaert, T Schellens - Computers & Education, 2010 - Elsevier
Video games are often regarded as promising teaching and learning tools for the 21st
century. One of the main arguments is that video games are appealing to contemporary …

Acceptance of game-based learning by secondary school teachers

J Bourgonjon, F De Grove, C De Smet, J Van Looy… - Computers & …, 2013 - Elsevier
The adoption and the effectiveness of game-based learning depend largely on the
acceptance by classroom teachers, as they can be considered the true change agents of the …

Why gamers don't learn more: An ecological approach to games as learning environments

J Linderoth - Journal of gaming & virtual worlds, 2012 - intellectdiscover.com
This article explores the argument that video games by their nature are good learning
environments. By applying the ecological approach to perception and learning to gameplay …

Simulating REAL LIVES: Promoting global empathy and interest in learning through simulation games

CM Bachen, PF Hernández-Ramos… - Simulation & …, 2012 - journals.sagepub.com
In response to an increasingly interdependent world, educators are demonstrating a
growing interest in educating for global citizenship. Many definitions of the “good global …

Addressing digital inequality for the socioeconomically disadvantaged through government initiatives: Forms of capital that affect ICT utilization

JJPA Hsieh, A Rai, M Keil - Information Systems Research, 2011 - pubsonline.informs.org
Digital inequality, or unequal access to and use of information and communication
technologies (ICT), is a severe problem preventing the socioeconomically disadvantaged …

Parental acceptance of digital game-based learning

J Bourgonjon, M Valcke, R Soetaert, B De Wever… - Computers & …, 2011 - Elsevier
In research about digital game-based learning, the likely negative perceptions of parents are
often enlisted as a barrier toward the adoption of games in classroom settings. Teachers …

Games for civic learning: A conceptual framework and agenda for research and design

C Raphael, C Bachen, KM Lynn… - Games and …, 2010 - journals.sagepub.com
Scholars, educators, and media designers are increasingly interested in whether and how
digital games might contribute to civic learning. However, there are three main barriers to …

Distinctions between games and learning: A review of current literature on games in education

K Becker - … and Simulations: Concepts, Methodologies, Tools and …, 2011 - igi-global.com
Serious games are digital games designed for purposes other than pure entertainment. This
category includes educational games but it also includes a great deal more. A field that was …

Moral dilemmas in computer games

M Sicart - Design Issues, 2013 - JSTOR
Some of the most popular recent computer games have used morality as a marketing
strategy, promising that players' moral choices would critically affect the game experience. 1 …