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Learning through games

Published: 01 August 2009 Publication History

Abstract

Electronic games can inspire players to explore new ideas and concepts. By gaining a better understanding of the dynamic between player and game, researchers hope to develop more interesting and effective approaches.

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  • (2023)Voice Stimulated Inclusive Multiplayer Game Development with Speaker Recognition2023 Third International Conference on Smart Technologies, Communication and Robotics (STCR)10.1109/STCR59085.2023.10396908(1-6)Online publication date: 9-Dec-2023
  • (2022)Workflow of Extended Reality Applications for Museum Exhibitions2022 International Balkan Conference on Communications and Networking (BalkanCom)10.1109/BalkanCom55633.2022.9900866(189-194)Online publication date: 22-Aug-2022
  • (2021)Discourses of Digital Game Based Learning as a Teaching Method Design, Learning, and Innovation10.1007/978-3-030-78448-5_9(120-139)Online publication date: 28-Jun-2021
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Published In

cover image Communications of the ACM
Communications of the ACM  Volume 52, Issue 8
A Blind Person's Interaction with Technology
August 2009
132 pages
ISSN:0001-0782
EISSN:1557-7317
DOI:10.1145/1536616
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 01 August 2009
Published in CACM Volume 52, Issue 8

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Cited By

View all
  • (2023)Voice Stimulated Inclusive Multiplayer Game Development with Speaker Recognition2023 Third International Conference on Smart Technologies, Communication and Robotics (STCR)10.1109/STCR59085.2023.10396908(1-6)Online publication date: 9-Dec-2023
  • (2022)Workflow of Extended Reality Applications for Museum Exhibitions2022 International Balkan Conference on Communications and Networking (BalkanCom)10.1109/BalkanCom55633.2022.9900866(189-194)Online publication date: 22-Aug-2022
  • (2021)Discourses of Digital Game Based Learning as a Teaching Method Design, Learning, and Innovation10.1007/978-3-030-78448-5_9(120-139)Online publication date: 28-Jun-2021
  • (2020)How Serious Games Contribute to the Learning Experience of Engineering Students and ProfessionalsEngineering Education Trends in the Digital Era10.4018/978-1-7998-2562-3.ch009(196-216)Online publication date: 2020
  • (2020)Scope of Virtual Reality to Autism InterventionA Computational View of Autism10.1007/978-3-030-40237-2_4(83-130)Online publication date: 28-Jul-2020
  • (2019)Augmented reality for cultural heritage education2019 IEEE 9th International Conference on Consumer Electronics (ICCE-Berlin)10.1109/ICCE-Berlin47944.2019.8966211(333-336)Online publication date: Sep-2019
  • (2016)Using an educational computer program to enhance student performance in financial accountingJournal of Accounting Education10.1016/j.jaccedu.2016.05.00136(43-64)Online publication date: Sep-2016
  • (2015)Game factors and game-based learning design modelInternational Journal of Computer Games Technology10.1155/2015/5496842015(11-11)Online publication date: 1-Jan-2015
  • (2015)EMG-based biofeedback tool for augmenting manual fabrication and improved exchange of empirical knowledgeProceedings of the XVI International Conference on Human Computer Interaction10.1145/2829875.2829932(1-8)Online publication date: 7-Sep-2015
  • (2015)Visualisation of student learning model in serious gamesComputers in Human Behavior10.1016/j.chb.2014.09.00547:C(98-107)Online publication date: 1-Jun-2015
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