Games for health for children—Current status and needed research

Institute of Digital Media and Child … - Games for health …, 2016 - liebertpub.com
Videogames for health (G4H) offer exciting, innovative, potentially highly effective methods
for increasing knowledge, delivering persuasive messages, changing behaviors, and …

Video game discourses and implications for game-based education

N Whitton, M Maclure - Discourse: studies in the cultural politics of …, 2017 - Taylor & Francis
Increasingly prevalent educational discourses promote the use of video games in schools
and universities. At the same time, populist discourses persist, particularly in print media …

Interactive digital narratives (IDN) for change: Educational approaches and challenges in a project focused on migration

T Dubbelman, C Roth, H Koenitz - … 2018, Dublin, Ireland, December 5–8 …, 2018 - Springer
This paper shares the results of an interactive digital narrative (IDN) project, conducted at
HKU University of the Arts Utrecht. We consider the potential of 'IDN for change', before we …

'Chocolate-covered broccoli'? Games and the teaching of literature

I Hopkins, D Roberts - Changing English, 2015 - Taylor & Francis
Studies of the way games and gaming align themselves with the pedagogy of the
humanities have left behind a key discipline: that of literary studies, as opposed to literacy …

Architectural cognition cards: a card-based method for introducing spatial cognition research and user-centred thinking into the design process

P Mavros, R Conroy Dalton, S Kuliga… - Architectural Science …, 2022 - Taylor & Francis
In this article, we present the rationale, development and preliminary evaluation of a novel
set of materials to encourage and improve the consideration of users and their needs during …

Why use board games in leisure-time centres? Prominent staff discourses and described subject positions when playing with children

B Haglund, L Peterson - IJREE–International Journal for Research …, 2018 - elibrary.utb.de
Board games are traditionally seen as an important Swedish leisure-time centre activity, but
research regarding this activity is sparse. This study aims to fill part of that void through a …

Sustaining Motivation for Japanese" Kanji" Learning: Can Digital Games Help?.

D Nesbitt, A Müller - JALT Call journal, 2016 - ERIC
Educational digital games are often presented at Technology in Language Education
conferences. The games are entertaining and are backed by research detailing how games …

It's your turn! Supporting social change through networked learning and game playing

L Carvalho, P Yeoman, J Carvalho - Conceptualizing and innovating …, 2021 - Springer
Abstract Fast Food da Politica (FFDP) is a learning network designed to promote social
action in Brazil. In this chapter, we explore the role of key structural elements in FFDP (the …

Introducing Adult Play

N Whitton - Play and Learning in Adulthood: Reimagining …, 2022 - Springer
This is a book about play in adulthood and how play can make the world a better place. I will
examine play and its relationship to learning beyond childhood. I will explore the …

Exploring Play as the Nexus of Games and Playfulness

N Whitton, A Moseley - European …, 2024 - papers.academic-conferences.org
In this paper we provide an original theoretical framework for conceptualising the
relationship between play, games, and playfulness. This framework is intended to support in …