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Jenson, Jennifer; Droumeva, Milena – Electronic Journal of e-Learning, 2016
While advances in game-based learning are already transforming educative practices globally, with tech giants like Microsoft, Apple and Google taking notice and investing in educational game initiatives, there is a concurrent and critically important development that focuses on "game construction" pedagogy as a vehicle for enhancing…
Descriptors: Media Literacy, Computation, Thinking Skills, Foreign Countries
Nicholson, Scott – Library Quarterly, 2013
Games and other forms of play are used in today's libraries to attract underserved patrons, to introduce patrons to other library resources and services, and to facilitate engagement between library patrons. While many perceive gaming as a new library service, gaming services have been part of librarianship since the nineteenth century through…
Descriptors: Games, Toys, Puzzles, Library Services
Lehrer, Joanne Shari; Petrakos, Hariclia Harriet – Exceptionality Education International, 2011
The transition from kindergarten to Grade 1 is marked by a sudden decrease in children's play time (Brostrom, 2005; Hartmann & Rollett, 1994). This study sought to examine 69 Montreal-area Grade 1 children's beliefs about out of school play, as well as their parents' (N = 56) perceptions of their play. Findings indicate that parents value play…
Descriptors: Siblings, Play, Grade 1, Parent Attitudes
Gouglas, Sean; Sinclair, Stefan; Ellefson, Olaf; Sharplin, Scott – Innovate: Journal of Online Education, 2006
Most humanities courses rarely require students to create the kinds of work they are studying. Sean Gouglas, Stefan Sinclair, Olaf Ellefson, and Scott Sharplin outline the value of this rare experience by describing an assignment in their graduate humanities computing course in which students examined hypermedia narratives by authoring a…
Descriptors: Games, Fantasy, Foreign Countries, Role Playing