C Cole
Biographic Data
| ID | 56894 |
|---|---|
| NAME | C Cole |
| GIVEN NAMES | C |
| FAMILY NAME | Cole |
| SIGNATURE | COLE C |
| AFFILIATIONS | Western Sydney University |
| ORCID | 0000-0002-0053-5617 |
| VERIFIED | Yes |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 3 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 1993 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 0 |
A scoping review of video games and learning in secondary classrooms
Video games are an established part of popular culture, and frequently used in educational settings worldwide. There is now a substantive body of research suggesting positive outcomes of their use in classrooms. In spite of this, there is a dearth of research synthesizing the outcomes of these studies. This is particularly so in relation to the ways video games are used by teachers for educational purposes within secondary classrooms. A scoping r…
Why and How to Define Educational Video Games
While the volume of education-based video game research has increased, the field has yet to settle on a consistent definition of educational video games (EVGs). Available definitions of video games do not account for the nuances of games used within education and have not been developed for that purpose. Several systematic reviews and meta-analyses have concluded that the lack of standardized definition is critically hampering a cohesive approach…
Hausa Women in the Twentieth Century
No prominent works on this page.
Hausa Women in the Twentieth Century
Why and How to Define Educational Video Games
While the volume of education-based video game research has increased, the field has yet to settle on a consistent definition of educational video games (EVGs). Available definitions of video games do not account for the nuances of games used within education and have not been developed for that purpose. Several systematic reviews and meta-analyses have concluded that the lack of standardized definition is critically hampering a cohesive approach…
A scoping review of video games and learning in secondary classrooms
Video games are an established part of popular culture, and frequently used in educational settings worldwide. There is now a substantive body of research suggesting positive outcomes of their use in classrooms. In spite of this, there is a dearth of research synthesizing the outcomes of these studies. This is particularly so in relation to the ways video games are used by teachers for educational purposes within secondary classrooms. A scoping r…
Computer Science (2 works) · Digital Games and Media (2 works) · Educational Games and Gamification (2 works) · Multimedia (2 works) · Pedagogy (2 works) · Video game (2 works) · African history and culture analysis (1 works) · African history and culture studies (1 works) · Educational research (1 works) · Epistemology (1 works)