From the Publisher:
'Video Kids' raises significant questions about the role of video games and their impact on the lives and values of young people. It delivers a mandate to researchers who are investigating ways in which video games can be used in the classroom.
Cited By
- Wauck H, Mekler E and Fu W A Player-Centric Approach to Designing Spatial Skill Training Games Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, (1-13)
- Jemmali C, Bunian S, Mambretti A and El-Nasr M Educational game design Proceedings of the 13th International Conference on the Foundations of Digital Games, (1-10)
- Wiberg C (2018). Game-inspired architecture and architecture-inspired games, Interactions, 25:2, (68-70), Online publication date: 23-Feb-2018.
- De Jans S, Van Geit K, Cauberghe V, Hudders L and De Veirman M (2017). Using games to raise awareness, Computers & Education, 110:C, (77-87), Online publication date: 1-Jul-2017.
- Nuangjumnong T The Influences of Online Gaming on Leadership Development Transactions on Computational Science XXVI - Volume 9550, (142-160)
- Eastwood J and Sadler T (2013). Teachers' implementation of a game-based biotechnology curriculum, Computers & Education, 66, (11-24), Online publication date: 1-Aug-2013.
- Hou J, Nam Y, Peng W and Lee K (2012). Effects of screen size, viewing angle, and players' immersion tendencies on game experience, Computers in Human Behavior, 28:2, (617-623), Online publication date: 1-Mar-2012.
- Martin D and Ellis K Playing the game Proceedings of the 23rd Australian Computer-Human Interaction Conference, (185-193)
- Wei T and Li Y Design of educational game Transactions on edutainment IV, (266-276)
- Bostan B (2009). Player motivations, Computers in Entertainment (CIE), 7:2, (1-26), Online publication date: 1-Jun-2009.
- Orvis K, Horn D and Belanich J (2008). The roles of task difficulty and prior videogame experience on performance and motivation in instructional videogames, Computers in Human Behavior, 24:5, (2415-2433), Online publication date: 1-Sep-2008.
- Daloukas V, Dai V, Alikanioti E and Sirmakessis S The design of open source educational games for secondary schools Proceedings of the 1st international conference on PErvasive Technologies Related to Assistive Environments, (1-6)
- Kafai Y Considering gender in digital games Proceedings of the 8th international conference on International conference for the learning sciences - Volume 1, (422-429)
- Burgos D, Tattersall C and Koper R (2007). Re-purposing existing generic games and simulations for e-learning, Computers in Human Behavior, 23:6, (2656-2667), Online publication date: 1-Nov-2007.
- Dickey M "Ninja Looting" for instructional design ACM SIGGRAPH 2006 Educators program, (17-es)
- Höysniemi J and Hämäläinen P Children's and parents' perception of full-body interaction and violence in a martial arts game Proceedings of the 2005 conference on Designing for User eXperience, (28-es)
- Mueller F and Agamanolis S (2005). Sports over a distance, Computers in Entertainment (CIE), 3:3, (4-4), Online publication date: 1-Jul-2005.
- Waraich A (2004). Using narrative as a motivating device to teach binary arithmetic and logic gates, ACM SIGCSE Bulletin, 36:3, (97-101), Online publication date: 1-Sep-2004.
- Waraich A Using narrative as a motivating device to teach binary arithmetic and logic gates Proceedings of the 9th annual SIGCSE conference on Innovation and technology in computer science education, (97-101)
- Lee J, Luchini K, Michael B, Norris C and Soloway E More than just fun and games CHI '04 Extended Abstracts on Human Factors in Computing Systems, (1375-1378)
- de Aguilera M and Mendiz A (2003). Video games and education, Computers in Entertainment (CIE), 1:1, (1-10), Online publication date: 1-Oct-2003.
- Funk J, Pasold T and Baumgardner J How children experience playing video games Proceedings of the second international conference on Entertainment computing, (1-14)
- Pagulayan R, Keeker K, Wixon D, Romero R and Fuller T User-centered design in games The human-computer interaction handbook, (883-906)
- Cassell J Genderizing human-computer interaction The human-computer interaction handbook, (401-412)
- Chaika M (1996). Computer game marketing bias, XRDS: Crossroads, The ACM Magazine for Students, 3:2, (9-12), Online publication date: 1-Nov-1996.
- Kafai Y and Ching C Meaningful contexts for mathematical learning Proceedings of the 1996 international conference on Learning sciences, (164-171)
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