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  1. To most people, technology has been reduced to computers, consumer goods, and military weapons; we speak of "technological progress" in terms of RAM and CD-ROMs and the flatness of our television screens. In Human-Built World, thankfully, Thomas…
  2. The tremendous and still growing popularity of computer and video games has inspired Communication Researchers and Media Psychologists to investigate the factors of the enjoyment experienced by the players. Apparently, the games' interactivity…
  3. Preface: "Philosophy, Gilles Deleuze and Felix Guattary wrote late in life, is about the creation of concepts. To them a concept is always a type of vector for thought, a cognitive vehicle designed to move things from one p lace to another. In the…
  4. This article focuses on the use of computer game technology in constructive education in the U.S. with reference to SciCentr, the online outreach program at Cornell Theory. With the advent of multiuser online games, the immersive environment of the…
  5. Computer and video games are a maturing medium and industry and have caught the attention of scholars across a variety of disciplines. By and large, computer and video games have been ignored by educators. When educators have discussed games, they…
  6. Video and computer-based games have assumed a prominent role in the culture of American children and adolescents. Given the pervasiveness of their influence, it is likely that these games may affect the health and well-being of children. This paper…
  7. Today's K-20 students have been called, among other names, the net generation. As they matriculate through the education system, they are often exposed to materials and manipulatives used for the past 40 years, and not to the digital media to which…
  8. The tremendous and still growing popularity of computer and video games has inspired Communication Researchers and Media Psychologists to investigate the factors of the enjoyment experienced by the players. Apparently, the games' interactivity…
  9. This special issue showcases developments in serious games that can have an impact on future research, development, and application of computer graphics and related techniques. The articles demonstrate the games' rich potential, spanning from health…
  10. "This new fourth edition of integrating Educational Technology into Teaching, by M. D. Roblyer, provides hands-on practice with technology tools to illustrate how to integrate technology into the curriculum to support and shape learning. The…

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