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- editorialFebruary 2024
Twelve 'No Skips' Approaches for Developing Social Presence Literacy in Virtual Education
Online education's success hinges greatly on the implementation of a robust social presence, akin to a perfect "no skip" music album, fostering an interactive and connected learning community. These 12 strategies--being authentic, recognizing students as ...
- research-articleJuly 2023
Using Gamification to Overcome Anxiety and Encourage Play in the Graduate Classroom
Gamification has been dismissed by some as a passing fad and buzzword in education; however, if approached as part of mindful course design, gamification can enhance student learning and engagement. This article introduces a gamified redesign of a ...
- opinionJune 2023
One Interactive Approach to Gamify the Online Classroom: Digital badges: Effective eLearning (Special Series)
Gamification, the application of game elements in non-game contexts, is being embraced in higher education, particularly in online classrooms, to foster engagement, participation, and satisfaction. As a quick and effective way to gamify, digital badges ...
- review-articleOctober 2022
Design Thinking and Thinking by Design: A Review of Make It Meaningful by Clark Quinn
This article provides a summary and review of "Make It Meaningful: Taking Learning Design from Instructional to Transformational" by Dr. Clark Quinn. The book consists of a section on principles and a section on practices for designing learning ...
- research-articleDecember 2020
Motivating Learning by Playing Animal Crossing New Horizons: A trending game during the COVID-19 pandemic
The immersive and engaging nature of video games has been a promising and effective environment for learning. This study first introduces a motivational learning framework for game-based learning, then takes a recent popular video game, Animal Crossing ...
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- research-articleFebruary 2014
Using Game Mechanics to Enhance Leadership Education
Gamification has significant advantages for incentivizing learning and professional training as a complement to traditional learning management systems. This article highlights how the Deloitte Leadership Academy introduced game mechanics into its ...
- interviewSeptember 2013
Alicia Sanchez: A review of recent games research
Alicia Sanchez is a regular fixture at conferences where she presents highlights and key findings on current research related to gaming and online learning. Collected in this overview are six studies that address the characteristics of and impact of ...
- research-articleNovember 2012
Can a Video Game Make Someone Nice?: The Positive Impact of Pro-social Games
In this article, Karl Kapp questions the effectiveness of games in changing leaner behaviors and attitudes. More precisely, does playing a prosocial game result in a person exhibiting prosocial behavior outside of the game environment? And what does ...
- research-articleSeptember 2011
Gamification: Using Game Mechanics to Enhance eLearning
Is gamification just another empty buzzword, or can the principles that game designers employ to engage players really be applied to the design of eLearning software? What exactly is gamification? And, can the theories of gamification be applied to a ...
- articleAugust 2011
The ABC's of ARGs: Alternate Reality Games for Learning
An alternate reality game (ARG) is sometimes called a pervasive game or transmedia storytelling. Regardless of what you call it at its core is a game driven by a story with players performing activities that mirror real life, making ARGs a perfect fit ...
- research-articleJuly 2011
Reflections on LEEF 2011
Presented is a recap of LEEF 2011, themed Change the Game: How games, simulations, and virtual worlds change the nature of learning and work. The conference is centered on how learning and entertainment technologies redefine the learning experience.
- research-articleFebruary 2011
What Makes a Good Learning Game?: Going beyond edutainment
Presented herein is a simple and pragmatic framework for primarily analyzing and evaluating the design quality of a learning game. The framework focuses on the characteristics of learning games compared to computer games, in general, to find the key ...
- research-articleDecember 2010
Game-Based Learning for Health in Denmark: The BODYexplorer Project
The BODYexplorer project is an in-development video game for educational purposes that helps teach disadvantaged citizens about lifestyle diseases, such as obesity, and how to cure and treat them.
- editorialOctober 2010
Learning Through Storytelling, Not Documents: Knowledge Management Meets AI
People write memos, create project plans, issue report upon report, but no one can keep up. Document management systems have been created in an attempt to handle all this traffic, but eventually these systems are overwhelmed with documents, and finding ...
- research-articleJune 2010
Online Learning 101: Part II: Games and Interactivity
In Part II of this three-part series, Susan Landay explores the range of games and "interactivities" that can easily be created and posted for online learning reinforcement; selection criteria for the various offerings; plus some features and benefits ...
- research-articleJune 2010
Online Learning 101: Part I: Authoring and Course Development Tools
The first part of this three-part series focuses on authoring and course development tools and techniques for integrating e-learning. In Part II, Susan Landay explores games and interactivity solutions for e-learning. Part III looks at tools used for ...
- articleJanuary 2010
Using Digital Comics for Language Learning
Telling stories by building comic strips is a way to strengthen struggling students' emerging English-language skills and make the difficult job of language learning a much more enjoyable experience. Comic strips are a perfect vehicle for learning a ...
- short-paperDecember 2009
Do Serious Games Work? Results from Three Studies
Three studies in higher education look at whether serious games (or video games whose primary purpose is something other than entertainment, such as military training, education, physical therapy) really do change learning outcomes.
- review-articleNovember 2009
Review of 'The Complete Guide to Simulations & Serious Games' by Clark Aldrich
The Complete Guide to Simulations & Serious Games is described as an "encyclopedic overview and complete lexicon for those who care about the next generation of educational media." This book differs from Learning by Doing in that it doesn't seek to ...
- interviewAugust 2009
Five Questions for Marjee Chmiel
Marjee Chmiel is the director of digital media for National Geographic's The JASON Project where she designs and produces a variety of video games and other interactive online applications that support The Jason Project's award winning online science ...