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Computers in the Schools
Interdisciplinary Journal of Practice, Theory, and Applied Research
Volume 31, 2014 - Issue 1-2: Digital Game-Based Learning
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Articles

Toward Understanding the Potential of Games for Learning: Learning Theory, Game Design Characteristics, and Situating Video Games in Classrooms

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Angela Pasqualotto, Jocelyn Parong, C. Shawn Green & Daphné Bavelier. (2023) Video Game Design for Learning to Learn. International Journal of Human–Computer Interaction 39:11, pages 2211-2228.
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Anthony Gampell, J. C. Gaillard, Meg Parsons & Loïc Le Dé. (2020) ‘Serious’ Disaster Video Games: An Innovative Approach to Teaching and Learning about Disasters and Disaster Risk Reduction. Journal of Geography 119:5, pages 159-170.
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C. Carissoli, A. F. Di Natale, M. Caputo, S. Triberti, F. La Paglia, D. La Barbera & D. Villani. (2019) Parental Attitudes toward Videogames at School. Computers in the Schools 36:3, pages 188-204.
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Meg Rincker & Susan Misner. (2017) The Jig Experiment: Development and Evaluation of a Cultural Dance Active Video Game for Promoting Youth Fitness. Computers in the Schools 34:4, pages 223-235.
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Jan L. Plass, Bruce D. Homer & Charles K. Kinzer. (2015) Foundations of Game-Based Learning. Educational Psychologist 50:4, pages 258-283.
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Articles from other publishers (30)

Anthony Viennaminovich Gampell, J.C. Gaillard, Meg Parsons, Loïc Le Dé & Graham Hinchliffe. (2024) Participatory Minecraft mapping: Fostering students participation in disaster awareness. Entertainment Computing 48, pages 100605.
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Tone Vold, Linda Kionig, Maja Videnovik & Vladimir Trajkovik. (2022) Using Outdoor Quiz Game For Socializing Classes At Secondary Level – A Theoretical Approach. Using Outdoor Quiz Game For Socializing Classes At Secondary Level – A Theoretical Approach.
Marwan Alshar’e, Ali Albadi, Malik Jawarneh, Noman Tahir & Marya Al Amri. (2022) Usability Evaluation of Educational Games: An Analysis of Culture as a Factor Affecting Children’s Educational Attainment. Advances in Human-Computer Interaction 2022, pages 1-13.
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Carolina Rico-Olarte, Nathalia Narváez-Muñoz, Diego M. López, Linda Becker & Luz Ángela Tovar-Ruiz. (2022) Assessing HapHop-Physio: An Exer-Learning Game to Support Therapies for Children with Specific Learning Disorders. Applied Sciences 12:16, pages 8281.
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Edward Bednar. 2022. Handbook of Research on New Media, Training, and Skill Development for the Modern Workforce. Handbook of Research on New Media, Training, and Skill Development for the Modern Workforce 67 88 .
Kathrin Marie Otrel-Cass, Stefan Thalmann, Viktoria Pammer-Schindler, Michael Fasching, Analia Cicchinelli, Eva Griesbacher, Christine Malin, Julia Mayr, Alfred Wertner & Thomas Doppelreiter. 2022. Educating for a New Future: Making Sense of Technology-Enhanced Learning Adoption. Educating for a New Future: Making Sense of Technology-Enhanced Learning Adoption 485 491 .
Jeanine Krath, Linda Schürmann & Harald F.O. von Korflesch. (2021) Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior 125, pages 106963.
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Edward J. Crowley, Matthew J. Silk & Sarah L. Crowley. (2021) The educational value of virtual ecologies in Red Dead Redemption 2. People and Nature 3:6, pages 1229-1243.
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Daniel L. Hoffman, Seungoh Paek, Zhou Zhou & Selen Türkay. (2020) Motivation Outcomes in Math-Related Videogames. Technology, Knowledge and Learning 26:3, pages 637-659.
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Özlem ELTEM & Asiye BERBER. (2021) The use of educational games within the structure and properties of matter unit in science class. Participatory Educational Research 8:2, pages 200-219.
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Khalifa Alshaya & Pamela Beck. 2021. Handbook of Research on Innovations in Non-Traditional Educational Practices. Handbook of Research on Innovations in Non-Traditional Educational Practices 237 256 .
Fu-Hsing Tsai & I-Ying Hsu. (2020) EXPLORING THE EFFECTS OF GUIDANCE IN A COMPUTER DETECTIVE GAME FOR SCIENCE EDUCATION. Journal of Baltic Science Education 19:4, pages 647-658.
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Félix Zurita Ortega, Nuria Medina Medina, Francisco Luis Gutiérrez Vela & Ramón Chacón Cuberos. (2020) Validation and Psychometric Properties of the Gameplay-Scale for Educative Video Games in Spanish Children. Sustainability 12:6, pages 2283.
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Antonio Garcia‐Cabot, Eva Garcia‐Lopez, Sergio Caro‐Alvaro, Jose‐Maria Gutierrez‐Martinez & Luis de‐Marcos. (2019) Measuring the effects on learning performance and engagement with a gamified social platform in an MSc program. Computer Applications in Engineering Education 28:1, pages 207-223.
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Rajan Kadel, Krishna Paudel & Min Prasad Gurung. (2019) A Review on Educational Games Design, Development and Effectiveness Measurement. A Review on Educational Games Design, Development and Effectiveness Measurement.
Robin Kabha. (2019) Cognitive, Affective, Social and Cultural Aspects of Teaching and Learning in Media Studies. European Journal of Educational Research 8:4, pages 1287-1294.
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Karen Schrier. (2017) Designing Games for Moral Learning and Knowledge Building. Games and Culture 14:4, pages 306-343.
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Jonathan Newcombe & Billy Brick. 2019. Computer-Assisted Language Learning. Computer-Assisted Language Learning 1652 1668 .
Mathieu Guinebert, Amel Yessad, Mathieu Muratet & Vanda Luengo. 2019. Transforming Learning with Meaningful Technologies. Transforming Learning with Meaningful Technologies 349 361 .
Brandon Nease & Michelle Samura. (2018) Adolescents’ Perceptions of “Cheating” in Gaming and Educational Settings. Simulation & Gaming 49:2, pages 134-145.
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María Esther Del Moral Pérez, Alba Patricia Guzmán Duque & Laura Carlota Fernández García. (2018) Game-Based Learning: Increasing the Logical-Mathematical, Naturalistic, and Linguistic Learning Levels of Primary School Students. Journal of New Approaches in Educational Research 7:1, pages 31-39.
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Edward Bednar. 2018. Computer-Mediated Learning for Workforce Development. Computer-Mediated Learning for Workforce Development 216 233 .
Mine Okur & Erdal Aygenc. (2017) Video Games as Teaching and Learning Tool For Environmental and Space Design. EURASIA Journal of Mathematics, Science and Technology Education 14:3.
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He Gong & Yulia Piller. (2017) Differences in Parental Involvement and Perception of Video Games: A Pilot Study on American-Born and Immigrant Parents. EURASIA Journal of Mathematics, Science and Technology Education 14:3.
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Jonathan Newcombe & Billy Brick. (2017) Blending Video Games Into Language Learning. International Journal of Computer-Assisted Language Learning and Teaching 7:4, pages 75-89.
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Karen Schrier. (2016) Designing role-playing video games for ethical thinking. Educational Technology Research and Development 65:4, pages 831-868.
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Katrin BeckerKatrin Becker. 2017. Choosing and Using Digital Games in the Classroom. Choosing and Using Digital Games in the Classroom 25 61 .
Jan Derboven, Bieke Zaman, David Geerts & Dirk De Grooff. (2016) Playing educational math games at home: The Monkey Tales case. Entertainment Computing 16, pages 1-14.
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Sebastian Deterding. (2016) Contextual Autonomy Support in Video Game Play. Contextual Autonomy Support in Video Game Play.
Zina Alaswad & Larysa Nadolny. (2015) Designing for Game-Based Learning: The Effective Integration of Technology to Support Learning. Journal of Educational Technology Systems 43:4, pages 389-402.
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