Financial Literacy Studies
National Council on Economic Education
Survey of the States: Economic, Personal Finance, and Entrepreneurship Education in Our Nation's Schools in 2007
Summary of Findings: Progress continues to be made in the teaching of economics and personal finance in our nation’s schools. However, much more work still needs to take place in terms of placing a greater emphasis on economics and personal finance in the K-12 curriculum; requiring separate, stand-alone courses in these subjects as part of high school graduation requirements; and testing student knowledge levels.
NCEE - Survey of the States 2007
Digital game-based learning once removed: Teaching teachers British Journal of Educational Technology British Journal of Educational Technology British Journal of Educational Technology Cognitive assessment of game-based learning British Journal of Educational Technology
Talking about the use of digital games for learning is fast becoming a popular trend in educational technology. Hardly a week goes by without some professional periodical, magazine article, news item or television segment that makes mention of the educational potential of games. According to a recent study, approximately half of the teachers surveyed would be interested in trying games and simulationa in class.
Katrin Becker
Vol 38 No 3 2007, 387-393
It is generally accepted that computer games are an extremely motivating and engaging medium and represent a new form of popular culture. In addition, there is a growing recognition of the potential benefits that can be gained in using computer games within teaching and learning, although there are still many critics of this approach.
Thomas M. Connolly, Mark Stansfield and Thomas Hainey
Vol 38 No 3 2007, 416-428
Digital game-based learning is a novel approach in the area of universities and lifelong learning, and the search for new positioning of the universities in the changing setting of education; gaming is becoming a new form of interactive content, worthy of exploration.
Maja Pivec
Vol 38 No 3 2007, 478-488
Game-based learning is an untapped resource that may provide benefits for many educational and therapeutic applications.
Paul Kearney
Vol 38 No 3 2007, 529-531
Humour in game-based learning
This paper focuses on the benefits and utilisation of humpur in digital game-based learning. Through the activity theory framework, we emphasise the role of humpur as a mediating tool which helps resolve contradictions within the activity system from conjoining educational objectives within the computer game. We then discuss the role of humour within the digital game and its advantages for the learning process, in sustaining emotional and cognitive engagement, as well as stimulating social presence. We argue that humour makes the game experience more enjoyable, through emotional and persuasive arguments and characters that are more believable and interesting, thus in turn stimulating affective learning. We hope that through designing an engaging role-play, we can sustain personalised knowledge that encourages critical thinking.
Learning Media and Technology
Claire Dormann and Robert Biddle
Vol .31, No.4, December 2006



