Academic literature on the topic 'Teaching aspects in digital games'
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Journal articles on the topic "Teaching aspects in digital games"
Teixeira, Rafael Buback, Luiz Henrique Lima Faria, Vitor Murari Corrêa, Jonas Paluci Barbosa, and Max Filipe Silva Gonçalves. "EFFICIENCY OF DIGITAL SERIOUS GAMES FOR TEACHING IN THE SIMULATION DISCIPLINE." RINTERPAP - Revista Interdisciplinar de Pesquisas Aplicadas 2, no. 1 (March 24, 2021): 31–40. http://dx.doi.org/10.47682/2675-6552.v2n1p31-40.
Full textMorais, Dyego Carlos Sales de, and Taciana Pontual da Rocha Falcão. "Abordagem Participativa de Desenvolvimento de Jogos Digitais Educacionais no Contexto Escolar." Revista Brasileira de Informática na Educação 27, no. 01 (January 1, 2019): 132. http://dx.doi.org/10.5753/rbie.2019.27.01.132.
Full textAlkan, Ayşe, and Hüseyin Mertol. "Teacher candidates’ state of using digital educational games." International Journal of Evaluation and Research in Education (IJERE) 8, no. 2 (June 1, 2019): 344. http://dx.doi.org/10.11591/ijere.v8i2.19260.
Full textVitytė, Birutė. "Possibilities of the Application of Digital Games in the Implementation of the Curriculum of Arts Subject." Pedagogika 123, no. 3 (September 2, 2016): 120–38. http://dx.doi.org/10.15823/p.2016.37.
Full textRibeiro, Maria Do Céu. "Analog and Digital Games as a Pedagogical Tool in the Teacher Training Context." Research in Social Sciences and Technology 4, no. 2 (November 8, 2019): 163–73. http://dx.doi.org/10.46303/ressat.04.02.12.
Full textMozelius, Peter, Wilfredo Hernandez, Johan Sällström, and Andreas Hellerstedt. "Teacher Attitudes Toward Game-based Learning in History Education." International Journal of Information and Communication Technologies in Education 6, no. 4 (December 1, 2017): 27–35. http://dx.doi.org/10.1515/ijicte-2017-0017.
Full textEl Arroum, Fatima-Zohra, Mostafa Hanoune, and Youness Zidoun. "Serious Game Design: Presenting a New Generic Creative Reflection Framework." International Journal of Emerging Technologies in Learning (iJET) 15, no. 19 (October 5, 2020): 247. http://dx.doi.org/10.3991/ijet.v15i19.15603.
Full textKuncoro, Roni Yudo, Triyanto Triyanto, and Rini Triastuti. "Constraints in the Implementation of Digital Ethics in SMA Muhammadiyah 1 Surakarta." Budapest International Research and Critics in Linguistics and Education (BirLE) Journal 3, no. 1 (February 4, 2020): 157–63. http://dx.doi.org/10.33258/birle.v3i1.767.
Full textAraújo de Medeiros, Romero, Raniella Lima, Denise Silva, and Luis Paulo Mercado. "Jogos digitais como estratégia de ensino-aprendizagem no ensino superior. A construção e aplicação do jogo “Renascença” na disciplina de literatura." Obra digital, no. 10 (March 5, 2016): 69–83. http://dx.doi.org/10.25029/od.2016.74.10.
Full textEt.al, Charanjit Kaur Swaran Singh. "A Review of Data Analysis for Gamification: Challenges, Motivations, Recommendations and Methodological Aspects." Turkish Journal of Computer and Mathematics Education (TURCOMAT) 12, no. 3 (April 11, 2021): 928–60. http://dx.doi.org/10.17762/turcomat.v12i3.828.
Full textDissertations / Theses on the topic "Teaching aspects in digital games"
Pettersson, Izabella, and Ola Wictorin. "Matematiklärande genom digitala lärspel : En analys av digitala lärspel för årskurs 4–6 med fokus på matematiska kompetenser." Thesis, Karlstads universitet, Fakulteten för hälsa, natur- och teknikvetenskap (from 2013), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-84757.
Full textToday there is a large quantity of digital games made for mathematical teaching. Access to digital tools in today’s school are plenty and therefore there are many opportunities to include digital games in regular teaching. The purpose of the study is to create new knowledge regarding the possibility of what games can teach students in mathematics. To be able to explore this possibility, a content analysis was made on a few common games that are used in Swedish schools for grade 4-6. Some analysis questions were produced and were based on research and theories within teaching aspects in digital games. Other questions were produced based on a theoretical framework that describes mathematical competencies. This study shows that the games that were analyzed, had some individual strengths and weaknesses that varies between the games. But all games had some quality for mathematical development. A common feature for the games in the study were that procedural competency often were activated in the tasks and reasoning competency seldom activated. Based on the result in the study, a need to review the games that are available for teaching were identified. The reason for this is that the games teaching potential varies, both for the mathematical competencies and how the games enable teaching.
Jonsson, Sandra. "Are games more than fun? : Motivational aspects on digital games." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-63288.
Full textKluge, Jacob, and Jonas Bjärnmark. "Digital Games and Language Learning." Thesis, Malmö högskola, Lärarutbildningen (LUT), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-31841.
Full textHabgood, Matthew Peter Jacob. "The effective integration of digital games and learning content." Thesis, University of Nottingham, 2007. http://eprints.nottingham.ac.uk/10385/.
Full textJin, Chengyue. "Game narrative conveyed through visual elements in digital games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20104.
Full textZhu, Jun Chao. "The evolution of official media reports on video games :a case study of the People's Daily." Thesis, University of Macau, 2018. http://umaclib3.umac.mo/record=b3953768.
Full textTirén, Stina. "Digital Games in English Language Learning : A Mixed Method Study of Teachers' and Students' Attitudes to Digital Games and Its Effects in English Language Learning." Thesis, Högskolan i Gävle, Avdelningen för humaniora, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-36072.
Full textLealdino, Filho Pedro. "Jogo digital educativo para o ensino de matemática." Universidade Tecnológica Federal do Paraná, 2014. http://repositorio.utfpr.edu.br/jspui/handle/1/1442.
Full textA educação matemática tem como um dos desafios criar espaços motivadores para o ensino. Jogos digitais tem o potencial de influir positivamente sobre o sentimento dos alunos quanto ao ambiente da disciplina e assim contribuir com os estudos. Este trabalho investiga elementos para o desenvolvimento de jogos digitais educativos, buscando uma relação clara com teorias de ensino-aprendizagem e aplicando técnicas de engenharia de software. O objetivo da pesquisa é aferir a motivação conseguida por um jogo educativo de matemática, “As aventuras de Simon Bile”, implementado dentro da dissertação. Depois de um teste inicial durante o desenvolvimento do jogo, uma pesquisa experimental foi conduzida com uma amostra de 50 alunos dividida em dois grupos, de controle e experimental. Utilizaram-se como instrumentos um questionário demográfico e um questionário de motivação baseado no modelo ARCS de Keller (2010). A análise dos dados indicou resultados favoráveis, no sentido do jogo construído sobre problemas matemáticos ser motivador para os alunos e permitir que eles dediquem tempo a ele.
One of the challenges of mathematics education is creating motivational spaces to teach. Digital games are powerfull tools that have positive impact in students' feelings toward the subject and then contribute to their studies. The present work investigates the fundamental elements to develop educational digital games, in order to find a clear relationship between learning theories and software engineering. The aim of this research was assess the motivation achieved by an educational digital game, called “The Simon Bile’s Adventure”, developed during the dissertation. After an initial test during the game development, an experimental research was conducted with a sample of 50 students divided in two groups, control and experimental. A survey was used as an instrument based in ARCS model of keller (2010) and a demographic survey. The datas' analysis indicated positive outcomes, because the game, that has been constructed within mathematical problems, motivated students to enjoy it and spend time on it.
Westin, Thomas. "Inclusive Digital Socialisation : Designs of Education and Computer Games in a Global Context." Doctoral thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-141340.
Full textAt the time of the doctoral defense, the following paper was unpublished and had a status as follows: Paper 5: Manuscript.
Răzman, Diana Cristina. "Press ‘F’ to pay respects : Grief and memorialization in video games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20098.
Full textBooks on the topic "Teaching aspects in digital games"
Games, learning, and society: Learning and meaning in the digital age. Cambridge: Cambridge University Press, 2012.
Find full textDigital games in language learning and teaching. New York: Palgrave Macmillan, 2012.
Find full textReinders, Hayo, ed. Digital Games in Language Learning and Teaching. London: Palgrave Macmillan UK, 2012. http://dx.doi.org/10.1057/9781137005267.
Full textFay, Nissenbaum Helen, ed. Values at play in digital games. Cambridge, Massachusetts: The MIT Press, 2014.
Find full textPlayful teaching, learning games: New tool for digital classrooms. Rotterdam: SensePublishers, 2011.
Find full textExpressive processing: Digital fictions, computer games, and software studies. Cambridge, MA: The MIT Press, 2009.
Find full textPlaying along: Digital games, YouTube, and virtual performance. Oxford: Oxford University Press, 2012.
Find full text1951-, Dyer-Witheford Nick, and De Peuter Greig 1974-, eds. Digital games: The interaction of technology, culture, and marketing. Montréal: McGill-Queen's University Press, 2003.
Find full textExpressive processing: Digital fictions, computer games, and software studies. Cambridge, Mass: MIT Press, 2012.
Find full textMultiplayer: The social aspects of digital gaming. London: Routledge, 2014.
Find full textBook chapters on the topic "Teaching aspects in digital games"
Husøy, Aleksander, and Tobias Staaby. "Teaching with video games." In The Digital Classroom, 78–87. Abingdon, Oxon; New York, NY: Routledge, [2021]: Routledge, 2020. http://dx.doi.org/10.4324/9781003104148-8.
Full textBecker, Katrin. "Digital Game Pedagogy: Teaching with Games." In Choosing and Using Digital Games in the Classroom, 63–97. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-12223-6_3.
Full textAnnetta, Leonard A., Shawn Y. Holmes, David Vallett, Matthew Fee, Rebecca Cheng, and Richard Lamb. "Cognitive Aspects of Creativity: Science Learning Through Serious Educational Games." In Teaching Creatively and Teaching Creativity, 53–62. New York, NY: Springer New York, 2012. http://dx.doi.org/10.1007/978-1-4614-5185-3_4.
Full textWu, Shaoqun, Margaret Franken, and Ian H. Witten. "Collocation Games from a Language Corpus." In Digital Games in Language Learning and Teaching, 209–29. London: Palgrave Macmillan UK, 2012. http://dx.doi.org/10.1057/9781137005267_11.
Full textWright-Maley, Cory, John K. Lee, and Adam Friedman. "Digital Simulations and Games in History Education." In The Wiley International Handbook of History Teaching and Learning, 603–29. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2018. http://dx.doi.org/10.1002/9781119100812.ch23.
Full textReinhardt, Jonathon, and Julie M. Sykes. "Conceptualizing Digital Game-Mediated L2 Learning and Pedagogy: Game-Enhanced and Game-Based Research and Practice." In Digital Games in Language Learning and Teaching, 32–49. London: Palgrave Macmillan UK, 2012. http://dx.doi.org/10.1057/9781137005267_3.
Full textFilsecker, Michael, and Judith Bündgens-Kosten. "Behaviorism, Constructivism, and Communities of Practice: How Pedagogic Theories Help Us Understand Game-Based Language Learning." In Digital Games in Language Learning and Teaching, 50–69. London: Palgrave Macmillan UK, 2012. http://dx.doi.org/10.1057/9781137005267_4.
Full textPeterson, Mark. "Language Learner Interaction in a Massively Multiplayer Online Role-Playing Game." In Digital Games in Language Learning and Teaching, 70–92. London: Palgrave Macmillan UK, 2012. http://dx.doi.org/10.1057/9781137005267_5.
Full textChik, Alice. "Digital Gameplay for Autonomous Foreign Language Learning: Gamers’ and Language Teachers’ Perspectives." In Digital Games in Language Learning and Teaching, 95–114. London: Palgrave Macmillan UK, 2012. http://dx.doi.org/10.1057/9781137005267_6.
Full textJackson, G. Tanner, Kyle B. Dempsey, and Danielle S. McNamara. "Game-Based Practice in a Reading Strategy Tutoring System: Showdown in iSTART-ME." In Digital Games in Language Learning and Teaching, 115–38. London: Palgrave Macmillan UK, 2012. http://dx.doi.org/10.1057/9781137005267_7.
Full textConference papers on the topic "Teaching aspects in digital games"
Chaida, Igor, Nickolas Alves Scalabrin, Bruno Henrique Oderdenge, Rodolfo Lima, Eder Pongeti, Nicolas Cruz, Cristiano Benites, and Fabio Gabriel. "Aspects of Teaching Portuguese and LIBRAS to deaf children using digital games as a mechanism to improve their motor skills and perspectives." In 2020 3rd International Conference of Inclusive Technology and Education (CONTIE). IEEE, 2020. http://dx.doi.org/10.1109/contie51334.2020.00041.
Full textMai, Vanessa, Susanne Wolf, Paul Varney, Martin Bonnet, and Anja Richert. "DIGITAL ENGINEERING: COMPETENCE ACQUISITION AND PROGRAM DEVELOPMENT AS AN OPEN CO-CREATION PROCESS." In International Conference on Education and New Developments. inScience Press, 2021. http://dx.doi.org/10.36315/2021end090.
Full textCampos, Ioli, and André Sardo. "Teaching news literacy to children with digital games." In IDC '18: Interaction Design and Children. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3202185.3210783.
Full textMosashvili, Ia, Elmo De Angelis, Tamar Lominadze, Salome Oniani, and Giorgi Mamatelashvili. "Digital Games for Effective Teaching Models of Ecotourism." In 2019 International Conference on Information and Telecommunication Technologies and Radio Electronics (UkrMiCo). IEEE, 2019. http://dx.doi.org/10.1109/ukrmico47782.2019.9165456.
Full textSavvani, Stamatia. "Formalizing Casual Tabletop Games for Language Teaching." In FDG '20: International Conference on the Foundations of Digital Games. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3402942.3409792.
Full textAlekhina, L. "Digital Economy And Some Aspects Of Teaching Subjects." In International Conference on Finance, Entrepreneurship and Technologies in Digital Economy. European Publisher, 2021. http://dx.doi.org/10.15405/epsbs.2021.03.63.
Full textHubinakova, Henrieta. "SELECTED ASPECTS OF THE RAPIDLY EVOLVING PHENOMENON OF DIGITAL GAMES." In 5th SGEM International Multidisciplinary Scientific Conferences on SOCIAL SCIENCES and ARTS SGEM2018. STEF92 Technology, 2018. http://dx.doi.org/10.5593/sgemsocial2018/4.1/s16.032.
Full textKayali, Fares, Naemi Luckner, and Peter Purgathofer. "Teaching gameful design." In FDG '19: The Fourteenth International Conference on the Foundations of Digital Games. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3337722.3341823.
Full textPetri, Giani, Christiane Gresse von Wangenheim, and Adriano Ferreti Borgatto. "Quality of Games for Teaching Software Engineering: An Analysis of Empirical Evidences of Digital and Non-Digital Games." In 2017 IEEE/ACM 39th International Conference on Software Engineering: Software Engineering Education and Training Track (ICSE-SEET). IEEE, 2017. http://dx.doi.org/10.1109/icse-seet.2017.18.
Full textZainon, Wan Mohd Nazmee Wan, and Abdullah Zawawi. "Exploring The Use of Digital Games for Teaching and Learning." In The 2013 International Conference on Computer Graphics,Visualization, Computer Vision, and Game Technology. Paris, France: Atlantis Press, 2014. http://dx.doi.org/10.2991/visio-13.2014.2.
Full textReports on the topic "Teaching aspects in digital games"
Hunter, Matthew, Laura Miller, Rachel Smart, Devin Soper, Sarah Stanley, and Camille Thomas. FSU Libraries Office of Digital Research & Scholarship Annual Report: 2020-2021. Florida State University Libraries, July 2021. http://dx.doi.org/10.33009/fsu_drsannualreport20-21.
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