[PDF][PDF] Educational video game design: A review of the literature

MJ Dondlinger - Journal of applied educational …, 2007 - hypermedia468.pbworks.com
Much attention has been directed to the use of video games for learning in recent years, in
part due to the staggering amounts of capital spent on games in the entertainment industry …

Gender, simulation, and gaming: Research review and redirections

J Jenson, S De Castell - Simulation & gaming, 2010 - journals.sagepub.com
This review of gender and gameplay research over the past three decades documents a set
of persistent methodological repetitions that have systematically impeded its progress since …

[HTML][HTML] The effect of challenge-based gamification on learning: An experiment in the context of statistics education

NZ Legaki, N Xi, J Hamari, K Karpouzis… - International journal of …, 2020 - Elsevier
Gamification is increasingly employed in learning environments as a way to increase
student motivation and consequent learning outcomes. However, while the research on the …

[图书][B] Gaming at the edge: Sexuality and gender at the margins of gamer culture

A Shaw - 2015 - books.google.com
Video games have long been seen as the exclusive territory of young, heterosexual white
males. In a media landscape dominated by such gamers, players who do not fit this mold …

Demographic differences in perceived benefits from gamification

J Koivisto, J Hamari - Computers in Human Behavior, 2014 - Elsevier
In recent years,“gamification” has been proposed as a solution for engaging people in
individually and socially sustainable behaviors, such as exercise, sustainable consumption …

Out-of-school digital gameplay and in-school L2 English vocabulary outcomes

P Sundqvist, P Wikström - System, 2015 - Elsevier
The aim of the present study is to examine the relation between out-of-school digital
gameplay and in-school L2 English vocabulary measures and grading outcomes. Data were …

Do you identify as a gamer? Gender, race, sexuality, and gamer identity

A Shaw - new media & society, 2012 - journals.sagepub.com
The demand for minority representation in video games often focuses on proving that
members of marginalized groups are gamers. In turn, it is asserted that the gaming industry …

Hypermasculinity & dickwolves: The contentious role of women in the new gaming public

A Salter, B Blodgett - Journal of broadcasting & electronic media, 2012 - Taylor & Francis
As video games have attracted more critical attention and theoretical discourse and games
play a more visible part in our media landscape, the modern video game community impacts …

[图书][B] Digital games and learning: Research and theory

N Whitton - 2014 - taylorfrancis.com
In recent years, there has been growing interest in the use of digital games to enhance
teaching and learning at all educational levels, from early years through to lifelong learning …

Gender and computer games: Exploring females' dislikes

T Hartmann, C Klimmt - Journal of computer-mediated …, 2006 - academic.oup.com
On average, girls and women are less involved with video games than are boys and men,
and when they do play, they often prefer different games. This article reports two studies that …