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There is growing attention to using video games for educational purposes, however, many educators struggle to find the right context to bring video games in the classroom. This article examines AAA entertainment games (titles developed by... more
During the late 1960s and into the 1970s game-based approaches to sport teaching and coaching emerged in scholarly literature on sport and physical education teaching. Game based pedagogical approaches for games and sport teaching have... more
(in press). In S. Tettegah & W. (D.) Huang. Emotions, Technology, and Games. New York: Elsevier. (Will be freely available for download through open access in October, 2015). ABSTRACT. Summary This case study challenges the assumption... more
Drawing on the self-concept activation and goal-priming account of the priming effect, this study examined how self-concept—i.e., ideal self, ought self, and actual self—can be harnessed as a model for avatar customization in digital... more
This report presents an overview of gaming consoles and a comparison of consoles and the PC. Benefits of games to learning and the learning environment are touched on, as is the use of games consoles in research and teaching. Issues... more
As success is based on time management and university students face difficulty to manage their time effectively in order to keep balance in their social and academic life. The students either spend all their time in the use of social... more
The influence of video games on players, in particular, and society, in general, has been studied for several decades. Although video games were initially demonised, in the late nineties some researchers suggested they might help develop... more
This study presents the results of a survey consisting of broad, mostly open-ended questions concerning the video game preferences of Generation Z gamers and casual players (N = 427). One of our aims was to gain relevant insights into the... more
Learning happens everywhere but where and how you learn make all the difference. With increasingly ubiquitous technology in schools, it is imperative that educational leaders must select the right device for teaching and learning. The... more
The article situates the challenges that higher education faces before the onset of COVID-19. A future that situates disruptive and immediate transformation for higher education curricula is described to save global universities from the... more
Learning happens everywhere but where and how you learn make all the difference. With increasingly ubiquitous technology in schools, it is imperative that educational leaders must select the right device for teaching and learning. The... more
During the late 1960s and into the 1970s game-based approaches to sport teaching and coaching emerged in scholarly literature on sport and physical education teaching. Game based pedagogical approaches for games and sport teaching have... more
This experiential case study looks at how digital games and digital game based learning (DGBL) may be used to teach concepts of information and digital literacies as part of the primary school library program. This was conducted as part... more
Technology has greatly brought an impact on how the students learn today. The effects of using technology in education are still being pursued by professional educators in order to see its unique contribution in the students' learning. It... more
Learning Analytics for Children's Logic Development (LACLOD) is a web-based and mobile friendly learning analytic platform for assessing the logic development of children age 3 to 4 years old in TASKA PERMATA UPSI Malaysia. The platform... more
The present study investigated four methods implemented to improve phrasal verb knowledge by two digital apps among Iranian learner-players. A total of 174 students of intermediate level took part in this mixed-method, quasi-experimental... more
THE DEATH OF THE LECTURE How Disruptive Educators, Dr. Michael Sutton and Kevin Allen, are Winning the Digital Revolution PRESS RELEASE We are at the forefront of a new era. The eye-roll inducing response from over-stimulated millennial... more
(in press). Dashboard effects challenge flow-learning assumption in digital instructional games. In S. Tettegah, & W. D. Huang (Eds.), Emotions, Technology, and Games. New York: Elsevier. ABSTRACT Summary This case study challenges the... more
(in press). British Journal of Educational Technology. ABSTRACT The Selene: A Lunar Construction GaME instructional video game is robust research environment (institutional review board-approved) for investigating learning, affect, and... more
As Chair for the International Center for Information Ethics, I am responsible for promoting and maintaining the founding vision of the academic community of ICIE, for managing its global-wide membership, its advisory board, and for... more