From pre-schools to high schools, at home and in museums, the educational community has embraced the use of computers as a teaching tool. Yet many institutions will simply install...
Lori L. Scarlatos, Amy Bruckman, Allison Druin, Mi...
We analyze collaborative play in an online video game, World of Warcraft, the most popular personal computer game in the United States, with significant markets in Asia and Europe...
: This paper deals with the use of learning styles in technology-enhanced learning, by introducing a so-called "Unified Learning Style Model" (ULSM). The article aims at ...
This paper provides an overview of creating games for change from within an academic context, focusing specifically on the development of educational computer games for middle scho...
Given the interactive media characteristics and intrinsically motivating appeal, computer games are often praised for their potential and value in education. However, comprehensiv...