Massively Multiplayer Online Role Playing Games (MMORPGs) and the 21st century skills: A comprehensive research review from 2010 to 2016
T Sourmelis, A Ioannou, P Zaphiris - Computers in Human Behavior, 2017 - Elsevier
In the past decade, there has been increasing interest in studying the educational
affordances of Multiplayer Online Role Playing Games (MMORPGs). Using the KSAVE …
affordances of Multiplayer Online Role Playing Games (MMORPGs). Using the KSAVE …
[PDF][PDF] A Systematic Review of Serious Games for Collaborative Learning: Theoretical Framework, Game Mechanic and Efficiency Assessment.
In recent years, there has been extensive research on serious games for educational
purpose. However, the design space for collaboration in games remains substantially …
purpose. However, the design space for collaboration in games remains substantially …
Esports matrix: Structuring the esports research agenda
Abstract The popularity of Electronic Sports (esports) have grown tremendously in the last
few years, becoming one of the most popular forms of digital entertainment. Despite …
few years, becoming one of the most popular forms of digital entertainment. Despite …
A learning style perspective to investigate the necessity of developing adaptive learning systems
GJ Hwang, HY Sung, CM Hung, I Huang - Journal of Educational …, 2013 - JSTOR
Learning styles are considered to be one of the factors that need to be taken into account in
developing adaptive learning systems. However, few studies have been conducted to …
developing adaptive learning systems. However, few studies have been conducted to …
The use of massively multiplayer online role-playing games in CALL: An analysis of research
M Peterson - Computer Assisted Language Learning, 2016 - Taylor & Francis
Contemporary CALL research reflects renewed interest in digital games. One aspect of this
phenomenon namely, use of massively multiplayer online role-playing games (MMORPGs) …
phenomenon namely, use of massively multiplayer online role-playing games (MMORPGs) …
A framework for the design and integration of collaborative classroom games
The progress registered in the use of video games as educational tools has not yet been
successfully transferred to the classroom. In an attempt to close this gap, a framework was …
successfully transferred to the classroom. In an attempt to close this gap, a framework was …
Game-based remedial instruction in mastery learning for upper-primary school students
The study examines the effectiveness of using computer games for after-school remedial
mastery learning. We incorporated instructional materials related to “area of a circle” into the …
mastery learning. We incorporated instructional materials related to “area of a circle” into the …
Academic methods for usability evaluation of serious games: a systematic review
R Yanez-Gomez, D Cascado-Caballero… - Multimedia Tools and …, 2017 - Springer
In the last years, there has been an increasing interest in the design of video games as a
tool for education, training, health promotion, socialization, etc. Usability, which is a key …
tool for education, training, health promotion, socialization, etc. Usability, which is a key …
Motivation is a game: Massively multiplayer online games as agents of motivation in higher education
P Bawa, SL Watson, W Watson - Computers & Education, 2018 - Elsevier
Stakeholders in the education arena are seeking effective and affordable ways to integrate
technology in curriculum. One technology integration approach that has received attention is …
technology in curriculum. One technology integration approach that has received attention is …
Exploring different technological platforms for supporting co-located collaborative games in the classroom
Computer Supported Collaborative Learning is a pedagogical approach that can be used for
deploying educational games in the classroom. However, there is no clear understanding as …
deploying educational games in the classroom. However, there is no clear understanding as …