Amanote Research

Amanote Research

    RegisterSign In

Gaming as Educational Technology and the Evaluation of Gaming Results-The Experiment of Sweden Game

doi 10.2991/aiie-16.2016.117
Full Text
Open PDF
Abstract

Available in full text

Date

January 1, 2016

Authors
Masashi KawaguchiTakeshi KougoHideyuki KanematsuNorio Baba
Publisher

Atlantis Press


Related search

Sources: Game On! Gaming at the Library

Reference and User Services Quarterly
Information SystemsLibraryInformation Sciences
2009English

The Concept of Gaming and Its Role in the Educational Discourse

Bulletin of the Moscow State Regional University (Pedagogics)
2018English

(Self-) Educational Effects of Computer Gaming Cultures

2009English

Gaming Motivation and Problematic Video Gaming: The Role of Needs Frustration

2017English

Inclusive Game Design Facilitating Shared Gaming Experience

Journal of Computing in Higher Education
Education
2017English

The Semiotic Immersion of Video Games, Gaming Technology and Interactive Strategies

Public Journal of Semiotics
2007English

Healthy Gaming – Video Game Design to Promote Health

Applied Clinical Informatics
Health Information ManagementComputer Science ApplicationsHealth Informatics
2011English

Productive Gaming

Lecture Notes in Computer Science
Computer ScienceTheoretical Computer Science
2016English

Electronic Gaming as Pain Distraction

Pain Research and Management
NeurologyAnesthesiologyPain Medicine
2011English

Amanote Research

Note-taking for researchers

Follow Amanote

© 2025 Amaplex Software S.P.R.L. All rights reserved.

Privacy PolicyRefund Policy