Entertainment video games for academic learning: A systematic review

L Martinez, M Gimenes… - Journal of Educational …, 2022 - journals.sagepub.com
Entertainment video games are very popular among young audiences. Nevertheless,
despite their potential to improve cognitive functioning, they are still studied rarely as a tool …

Student-centred digital game–based learning: a conceptual framework and survey of the state of the art

TE Coleman, AG Money - Higher Education, 2020 - Springer
Student-centred learning forms a major driver behind educational policy and practice in the
modern day. With a drive towards embracing the possibilities of technology within the …

[HTML][HTML] Using Minecraft as an educational tool for supporting collaboration as a 21st century skill

R Andersen, M Rustad - Computers and Education Open, 2022 - Elsevier
Collaboration is an important 21st century skill, and there is an increasing interest in
computer-supported collaborative learning (CSCL) in teaching and learning practices …

[图书][B] Design of technology-enhanced learning: Integrating research and practice

M Bower - 2017 - emerald.com
The ability for learners to interact online via their avatars in a 3-D simulation space means
that virtual worlds afford a host of educational opportunities not offered by other learning …

Teachers' beliefs about technology integration in early childhood education: A meta-ethnographical synthesis of qualitative research

P Mertala - Computers in Human Behavior, 2019 - Elsevier
There is a body of evidence suggesting that instead of concentrating only on teaching and
learning (the education task), teachers believe that their tasks are to care for their students …

[图书][B] Affinity online: How connection and shared interest fuel learning

M Ito, C Martin, RC Pfister, MH Rafalow, K Salen… - 2018 - library.oapen.org
How online affinity networks expand learning and opportunity for young people Boyband
One Direction fanfiction writers, gamers who solve math problems together, Harry Potter fans …

The Acquisition of 21st-Century Skills Through Video Games: Minecraft Design Process Models and Their Web of Class Roles

KJE Hewett, G Zeng, BC Pletcher - Simulation & Gaming, 2020 - journals.sagepub.com
Background. Qian and Clark reported that little is known on the acquisition of 21st-century
skills through video games and no educational model exists on how to best teach these …

Coding with Minecraft: The development of middle school students' computational thinking

E Kutay, D Oner - ACM Transactions on Computing Education (TOCE), 2022 - dl.acm.org
The purpose of this study is to examine the role of Minecraft-based coding activities on
computational thinking (CT) of middle school students. In the study, CT was conceptualized …

The metaverse and video games: Merging media to improve soft skills training

E Shin, JH Kim - Journal of Internet Computing and Services, 2022 - koreascience.kr
Education systems have made efforts to prepare students by providing technical and
nontechnical courses. With video games, however, there is the potential to develop …

Incoming metaverses: Digital mirrors for urban planning

A Hudson-Smith - Urban planning, 2022 - ssoar.info
The planning process has been, arguably, slow to adapt and adopt new technologies: It is
perhaps only now that it is starting to move into a more digitally focused era. Yet, it is not the …