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Original Articles

Games and the Design of Human‐Computer Interfaces

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Pages 134-142 | Published online: 09 Jul 2006

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Read on this site (3)

Anne Holohan. (2019) Transformative Training in Soft Skills for Peacekeepers: Gaming for Peace. International Peacekeeping 26:5, pages 556-578.
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HaroldF. O'Neil, Richard Wainess & EvaL. Baker. (2005) Classification of learning outcomes: evidence from the computer games literature. The Curriculum Journal 16:4, pages 455-474.
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Jonas Löwgren & Erik Stolterman. (1998) Developing IT Design Ability Through Repertoires and Contextual Product Semantics. Digital Creativity 9:4, pages 223-237.
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Articles from other publishers (15)

Maram Almufareh. (2021) The Impact of Gamification and Individual Differences on Second Language Learning Among First-Year Female University Students in Saudi Arabia. Simulation & Gaming 52:6, pages 715-734.
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Laura A. Outhwaite, Anthea Gulliford & Nicola J. Pitchford. (2017) Closing the gap: Efficacy of a tablet intervention to support the development of early mathematical skills in UK primary school children. Computers & Education 108, pages 43-58.
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Yi-Chun Lin, Ya-Hui Hsieh & Huei-Tse Hou. (2015) Developing a Self-Report-Based Sequential Analysis Method for Educational Technology Systems. Journal of Educational Computing Research 53:1, pages 95-123.
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Margarida Romero, Mireia Usart & Michela Ott. (2014) Can Serious Games Contribute to Developing and Sustaining 21st Century Skills?. Games and Culture 10:2, pages 148-177.
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Richard L. Lamb, Leonard Annetta, David B. Vallett & Troy D. Sadler. (2014) Cognitive diagnostic like approaches using neural-network analysis of serious educational videogames. Computers & Education 70, pages 92-104.
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Beomkyu Choi, Jie Huang, Annie Jeffrey & Youngkyun Baek. (2013) Development of a scale for fantasy state in digital games. Computers in Human Behavior 29:5, pages 1980-1986.
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Namsoo Shin, LeeAnn M. Sutherland, Cathleen A. Norris & Elliot Soloway. (2012) Effects of game technology on elementary student learning in mathematics. British Journal of Educational Technology 43:4, pages 540-560.
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Namsoo Shin, Cathleen Norris & Elliot Soloway. 2011. Handbook of Research on Improving Learning and Motivation through Educational Games. Handbook of Research on Improving Learning and Motivation through Educational Games 467 481 .
Andrew Tawfik, Zhenyu He & Ngoc Vo. (2009) Impact of video game experience and gender differences in educational video games. Impact of video game experience and gender differences in educational video games.
David G. Messerschmitt. 2009. Product-Focused Software Process Improvement. Product-Focused Software Process Improvement 1 7 .
Fernanda Serpa Cardoso, Renata Dumpel, Luisa B. Gomes da Silva, Carlos R. Rodrigues, Dilvani O. Santos, Lucio Mendes Cabral & Helena C. Castro. (2008) Just working with the cellular machine. Biochemistry and Molecular Biology Education 36:2, pages 120-124.
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Pippin Barr, James Noble & Robert Biddle. (2007) Video game values: Human–computer interaction and games. Interacting with Computers 19:2, pages 180-195.
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Karin Danielsson & Charlotte Wiberg. (2006) Participatory design of learning media: Designing educational computer games with and for teenagers. Interactive Technology and Smart Education 3:4, pages 275-291.
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K. Jegers & M. Wiberg. (2006) Pervasive Gaming in the Everyday World. IEEE Pervasive Computing 5:1, pages 78-85.
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Rosemary Garris, Robert Ahlers & James E. Driskell. (2016) Games, Motivation, and Learning: A Research and Practice Model. Simulation & Gaming 33:4, pages 441-467.
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