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- 2023
- Comon : Understandable Healthcare (2023)
- 2018
- Variables affecting secondary school students' willingness to eat genetically modified food crops (2018) RESEARCH IN SCIENCE EDUCATION. 48(3). p.597-618
- 2017
- Perspectives on video games as art (2017) CLCWEB-COMPARATIVE LITERATURE AND CULTURE. 19(4).
- 2016
- Players' perspectives on the positive impact of video games: a qualitative content analysis of online forum discussions (2016) NEW MEDIA & SOCIETY. 18(8). p.1732-1749
- 2015
- Video game literacy : social, cultural and educational perspectives (2015)
- 2014
- The meaning and relevance of video game literacy (2014) CLCWEB-COMPARATIVE LITERATURE AND CULTURE. 16(5).
- 2013
- Het spel van de democratie: over games en burgerschap (2013) WELWIJS (LEUVEN). 24(2). p.8-11
- Video games and citizenship (2013) CLCWEB-COMPARATIVE LITERATURE AND CULTURE. 15(3).
- Acceptance of game-based learning by secondary school teachers (2013) COMPUTERS & EDUCATION. 67. p.21-35
- 2012
- Game over? Hoe games ons blijven(d) uitdagen tot leren... (2012) LEERRIJK.
- Video games and civic learning (2012) Proceedings of the 6th European conference on games based learning. p.56-62
- Digital games in the classroom? A contextual approach to teachers' adoption intention of digital games in formal education (2012) COMPUTERS IN HUMAN BEHAVIOR. 28(6). p.2023-2033
- Researching instructional use and the technology acceptation of learning management systems by secondary school teachers (2012) COMPUTERS & EDUCATION. 58(1). p.688-696
- 2011
- No time for rhetorical games (2011)
- What does it mean to be a game literate teacher? Interviews with teachers who translate games into educational practice (2011) Proceedings of the 5th European conference on games-based learning. p.67-73