Over the last three decades, video games have evolved from a pastime into a force of change that is transforming the way people perceive, learn about, and interact with the world a...
When creating technology environments for children, consideration needs to be given to how touch, gesture, and physical interactions impact on play and learning. This is particula...
The new generation of television viewers is currently being confronted and becoming acquainted with a series of technological developments in the realm of consumer electronics and...
We implemented a five-week family program called Family Quest where parents and children ages 9 to 13 played Quest Atlantis, a multiuser 3D educational computer game, at a local af...
Sinem Siyahhan, Sasha A. Barab, Michael P. Downton
Building upon research on motivation theory, we provide insights on how video games can be framed as expert tools that naturally reconcile learning and fun, a worthy goal since st...