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Papers in this group

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  1. The findings from an after-school program entitled Game Design through Mentoring and Collaboration (GDMC) funded by the National Science Foundation’s Innovative Technology Experiences for Students and Teachers (ITEST) program. A total of 139 middle…
  2. The purpose of this study is to understand collaborative sensemaking processes among middle school students in a discovery based hybrid e-learning environment. Our exploratory study reports interview findings on student experiences, and contributes…
  3. Understanding how younger students can learn to collaborate, and affordances of the learning environment that can effectively support this, are critical questions for knowledge sharing, networking and innovation in education. Exploratory research…
  4. This session will explore different approaches to the use of computer game design in formal/informal learning environments. Game design is becoming a popular strategy for enhancing young people’s interest and skills with computer technology, and for…
  5. This paper presents a design study on the research and development of Gamestar Mechanic, a game-based learning project where children learn 21st century language and literacy practices in the context of learning key principles of game design. Using…
  6. This paper explores the pedagogical potential of Gamestar Mechanic, a computer game where players learn the principles of game design by making, sharing and reviewing games in the context of an online community of designers. The game has been…
  7. This paper explores the pedagogical potential of Gamestar Mechanic, a computer game where players learn the principles of game design by making, sharing and reviewing games in the context of an online community of designers. The game has been…
  8. The main purpose of the study is to evaluate the heuristic inspection of children’s authoring tools to develop games. The researcher has selected 15 authoring tools for making games specifically for educational purposes. Nine students from Diploma…
  9. This paper presents the findings of two case studies concentrating on the learning experiences of disadvantaged middle school children participating in The Science and Art of Game Design (SAGD) and Globaloria, learning environments intended to teach…
  10. This paper presents the findings of two case studies concentrating on the learning experiences of disadvantaged middle school children participating in The Science and Art of Game Design (SAGD) and Globaloria, learning environments intended to teach…
  11. The Serious Games field raises a specific need. People without professional game design skills, such as teachers, corporate trainers, therapists and advertising professionals, request tools that could allow them to create or modify such games. This…
  12. In the last several decades many of the world's most developed countries have shifted from an industrial economy to a knowledge economy, one based on the creation of knowledge, information, and innovation. Educational researchers have paid very…

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