1,097
Views
4
CrossRef citations to date
0
Altmetric
Research Article

Using an ice-skating exergame to foster intercultural interaction between refugees and Dutch children

ORCID Icon, , , , , , & | (Reviewing editor) show all
Article: 1538587 | Received 23 Aug 2018, Accepted 17 Oct 2018, Published online: 29 Nov 2018

References

  • Alencar, A., & de la Hera Conde-Pumpido, T. (2018). Gaming in Multicultural Classrooms: The Potential of Collaborative Digital Games to Foster Intercultural Interaction. In Social Interactions in Virtual Worlds (pp. 288–310). Cambridge University Press. http://doi.org/10.1017/9781316422823.012
  • Baker, T., & Clark, J. (2010). Cooperative learning – A double‐edged sword: A cooperative learning model for use with diverse student groups. Intercultural Education, 21(3), 257–268. http://doi.org/10.1080/14675981003760440
  • Bleumers, L., All, A., Mariën, I., Schurmans, D., Van Looy, J., Jacobs, A., … de Grove, F. (2012). State of play of digital games for empowerment and inclusion: A review of the literature and empirical cases. J. doi:10.2791/36295
  • Coelho, E. (1988). Cooperative group learning: A theoretical and Practical Overview. Colloquium presentation at TESOL, Chicago
  • De la Hera Conde-Pumpido, T., & Paz Aléncar, A. (2015). Collaborative digital games as mediation tool to foster intercultural integration in primary Dutch schools. E-Learning Papers, 43, 13–23.
  • Devecioğlu, S., Amara, M., Aquilina, D., Argent, E., Betzer-Tayar, M., Green, M., … Taylor, J. (2005). The roles of sport and education in the social inclusion of Asylum seekers and refugees: An evaluation of policy and practice in the UK. Retrieved from https://www.sportanddev.org/en/article/publication/roles-sport-and-education-social-inclusion-asylum-seekers-and-refugees
  • Eurostat. (2017). Asylum quarterly report Main statistical findings Main trends in the numbers of. Retrieved from http://ec.europa.eu/eurostat/statisticsexplained/
  • Edwards, A. (2017). Forced displacement worldwide at its highest in decades. Retrieved December 15, 2017, from http://www.unhcr.org/afr/news/stories/2017/6/5941561f4/forced-displacement-worldwide-its-highest-decades.html
  • Fogg, B.J. (2003). Persuasive Technology, Using Computers to Change What We Think and Do. San Francisco: Morgan Kaufmann Publishers.
  • Haché, A., & Cullen, J. (2010). ICT and youth at risk: How ICT-driven initiatives can contribute to their socio- economic inclusion and how to measure it. Sevilla, Spain. Retrieved from http://publications.jrc.ec.europa.eu/repository/bitstream/111111111/14508/1/jrc58427.pdf
  • Johnson, RT and Johnson, DW. (1988). Cooperative learning: two heads learn better than one. Transforming Education: In Context; 18:34. Available from: http://www.context.org/ICLIB/IC18/Johnson.htm.
  • Johnson, D. W., and Johnson, R. (1989). Cooperation and competition: Theory and research. Edina, MN: Interaction Book Company.
  • Johnson, D., Johnson, R., & Smith, K. (1998). Cooperative learning returns to college. Change, 30(4), 26–35. doi:10.1080/00091389809602629
  • Johnson, D. W., & Johnson, R. T. (1994a). Learning together and alone. (4th ed.). Boston, MA: Allyn and Bacon.
  • Johnson, R. T., & Johnson, D. W. (1994b). An overview of cooperative learning. Creativity and Collaborative Learning: A Practical Guide to Empowering Students and Teachers, 31–44. doi:10.1007/BF00962280
  • Johnson, D.W. and Johnson, R. (2002). Learning Together and Alone: An Overview. In S. Sharan (Guest Editor), Cooperative Learning. Asia Pacific Journal of Education, 22 (1), 95–105.
  • Kayali, F., Schwarz, V., & Götzenbrucker, G. (2011). Serious beats: Transdisciplinary research methodologies for designing and evaluating a socially integrative serious music-based online game. In Proceedings of DiGRA 2011 Conference: Think Design Play (pp. 1–19). Retrieved from http://www.digra.org/wp-content/uploads/digital-library/11313.13454.pdf
  • Loos, E. (2017). Exergaming: Meaningful play for older adults? (pp. 254–265). Springer: Cham. doi:10.1007/978-3-319-58536-9_21
  • Memarzia, M., & Star, K. (2011). Choices and voices - A serious game for preventing violent extremism. In Intelligence management: Knowledge driven frameworks for combating terrorism and organized crime (pp. 133–142). Retrieved from http://playgen.com/wp-content/uploads/images/cv/choices_and_voice_book_contribution.pdf
  • Phillips, J. L. (2012). Preparing teachers and developing school leaders for the 21st century (Vol. 17). OECD Publishing. doi:10.1787/9789264174559-en
  • Pettigrew, T. F., & Tropp, L. R. (2008). How does intergroup contact reduce prejudice? Meta-analytic tests of three mediatorsy. European Journal of Social Psychology. http://doi.org/10.1002/ejsp.504
  • Severiens, S., Wolff, R., & van Herpen, S. (2014). Teaching for diversity: A literature overview and an analysis of the curriculum of a teacher training college. European Journal of Teacher Education, 37(3), 295–311. doi:10.1080/02619768.2013.845166
  • Staiano, A. E., & Calvert, S. L. (2011). Exergames for physical education courses: Physical, social, and cognitive benefits. Child Development Perspectives, 5(2), 93–98. doi:10.1111/j.1750-8606.2011.00162.x
  • Strang, A., & Ager, A. (2010). Refugee integration: Emerging trends and remaining agendas. Journal of Refugee Studies. http://doi.org/10.1093/jrs/feq046
  • Tielman, K., Den Brok, P., Bolhuis, S., & Vallejo, B. (2012). Collaborative learning in multicultural classrooms: A case study of Dutch senior secondary vocational education. Journal of Vocational Education & Training, 64(1), 103–118. doi:10.1080/13636820.2011.622448
  • Usart, M., Romero, M, Almirall, E. (2011). Impact of the Feeling of Knowledge Explicitness in the Learner’ Participation and Performance in a Collaborative Digital Game Based Learning Activity. In: M. Ma. M. Fradinho Oliveira, J. Madeiras Pereira (Eds.): SGA 2011, pp. 23-35. Berlin: Springer-Verlag
  • Yang, S. (2010). Defining exergames & exergaming. Proceedings of Meaningful Play, 2010. doi:10.1017/CBO9781107415324.004
  • Zagal, J. P., Rick, J., & Hsi, I. (2006). Collaborative games: Lessons learned from board games. Simulation & Gaming, 37, 24–40. doi:10.1177/1046878105282279
  • Zea, N. P., Sánchez, J. L. G., Gutiérrez, F. L., Cabrera, M. J., & Paderewski, P. (2009). Design of educational multiplayer videogames: A vision from collaborative learning. Advances in Engineering Software, 40(12), 1251–1260. doi:10.1016/j.advengsoft.2009.01.023