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Papers in this group tagged with "game"

  1. The Tactical Language and Culture Training System is interactive environment for learning foreign language and culture, designed to help people quickly acquire spoken communication skills. It is a serious game, combining interactive game experiences…
  2. Videogames are not your typical software application. They are often designed to elicit a negative emotional response, such as frustration or fear, the antithesis of usability. However, this is not to suggest that HCI has little to offer the game…
  3. As research continues into the use of computer games for educational purposes, the differences between different gaming genres become increasingly more important. These differences, however, appear to have been largely overlooked by the academic…
  4. This paper presents the adaptation model used in NUCLEO, a pilot e-learning environment that is currently being developed at the Complutense University of Madrid. The NUCLEO system combines two approaches grounded in the constructive pedagogical…
  5. Digital games are becoming a rising trend in e-Learning due to their potential educational benefits. However, their application is hindered by issues such as their high production costs and the difficulty of getting instructors involved in the…
  6. Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts--ways of seeing and understanding problems so that they "become" different…
  7. This study is part of an ongoing attempt to develop a usable and valid scale for assessing the flow experience in educational games. The purpose of the paper is to operationalize the dimensions of flow experience in an educational game context and…
  8. Games and gaming have always been an influential part of society and culture. Within the last 35 years, due to numerous technology innovations, electronic games in many formats have become ubiquitous in everyday life. This ubiquity has meant that…
  9. In the companion article, "Spirit of the Game: Empowering Students as Designers in Schools?", author Cher Ping Lim puts forth strong arguments supporting the creation and use of curricular, educational games in our schools and education. His essay…
  10. Modern technologies have brought many innovations into the system of education. Learners now have an opportunity to educate with the help of electronic materials often provided by web-based infrastructures. Although the majority of learners -…
  11. This study examines the pedagogical foundations of modern educational (computer video) games. Specifically, Cooper's [Cooper, H. (1985, Mar 31-April 4). A taxonomy of literature reviews. In Paper presented at the American Educational Research…
  12. Façade is a real-time, first-person dramatic world in which the player, visiting the married couple Grace and Trip at their apartment, quickly becomes entangled in the high-conflict dissolution of their marriage. The Façade interactive drama…