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International Journal of Gaming and Computer-Mediated Simulations, Volume 4
Volume 4, Number 1, 2012
- Dennis Beck:
Influence of Avatar Choice on Teacher Expectations and Perceptions of Student Success. 1-24 - Constance Steinkuehler, Esra Alagoz, Elizabeth King, Crystle Martin:
A Cross Case Analysis of Two Out-of-School Programs Based on Virtual Worlds. 25-54 - Richard Hartshorne, Phillip J. VanFossen, Adam Friedman:
MMORPG Roles, Civic Participation and Leadership Among Generation Y. 55-67 - Yuxin Ma, Douglas Williams, Louise Prejean:
Understanding the Relationships Among Various Design Components in a Game-Based Learning Environment. 68-85 - Deborah F. Deale, Sarah Simkins Key, Michael Regina, Ray Pastore:
Women and Gaming. 86-89
Volume 4, Number 2, 2012
- Carrie Heeter, Chandan Sarkar, Becky Palmer-Scott, Shasha Zhang:
Engineering Sociability: Friendship Drive, Visibility, and Social Connection in Anonymous Co-Located Local Wi-Fi Multiplayer Online Gaming. 1-18 - Mark Pearcy:
America's Army: "Playful Hatred" in the Social Studies Classroom. 19-36 - Iskander Umarov, Maxim Mozgovoy:
Believable and Effective AI Agents in Virtual Worlds: Current State and Future Perspectives. 37-59 - Christopher M. Marlow:
Making Games for Environmental Design Education: Revealing Landscape Architecture. 60-83 - Albert D. Ritzhaupt, Christopher Frey, Nate Poling, Margeaux C. Johnson:
Playing Games in School: Video Games and Simulations for Primary and Secondary Education. 84-88
Volume 4, Number 3, 2012
- Thomas Brett Talbot, Kenji Sagae, Bruce John, Albert A. Rizzo:
Sorting Out the Virtual Patient: How to Exploit Artificial Intelligence, Game Technology and Sound Educational Practices to Create Engaging Role-Playing Simulations. 1-19 - Richard E. Ferdig, Katherine Schottke, Diego J. Rivera-Gutierrez, Benjamin Lok:
Assessing Past, Present, and Future Interactions with Virtual Patients. 20-37 - Timothy W. Meyers:
Literature Synthesis on Evaluative Measures in Healthcare Simulation. 38-48 - Robert C. Hubal, Jamie Pina:
Serious Assessments in Serious Games. 49-64 - Patricia Abshier:
Use of Virtual World for Soft/Communication Skills Training: Feasibility Assessment. 65-72 - James F. Knight, Robert J. Stone, Cheng Qian:
Virtual Restorative Environments: Preliminary Studies in Scene, Sound and Smell. 73-91 - William Bart:
Moves in Mind: The Psychology of Board Games. 92-94
Volume 4, Number 4, 2012
- Scott J. Warren, Greg Jones, Beth Dolliver, Richard A. Stein:
Investigating Games and Simulations in Educational Research and Theory: Enhancing Academic Communication and Scholarship with a Common Language. 1-18 - Panagiotis Zaharias, Christos Gatzoulis, Yiorgos Chrysanthou:
Exploring User Experience While Playing Educational Games: Focus on Temporality and Attractiveness. 19-32 - Alfred Weiss, Sharon Tettegah:
World of Race War: Race and Learning in World of Warcraft. 33-44 - Fengfeng Ke, Nilay Yildirim, Jacob Enfield:
Exploring the Design of Game Enjoyment Through the Perspectives of Novice Game Developers. 45-63 - John M. Quick, Robert K. Atkinson, Lijia Lin:
The Gameplay Enjoyment Model. 64-80 - John W. Rice:
The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. 81-83
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