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 …

[PDF][PDF] A Systematic Review of Serious Games for Collaborative Learning: Theoretical Framework, Game Mechanic and Efficiency Assessment.

C Wang, L Huang - International Journal of Emerging …, 2021 - researchgate.net
In recent years, there has been extensive research on serious games for educational
purpose. However, the design space for collaboration in games remains substantially …

Esports matrix: Structuring the esports research agenda

EE Cranmer, DID Han, M van Gisbergen… - Computers in Human …, 2021 - Elsevier
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 …

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 …

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) …

A framework for the design and integration of collaborative classroom games

A Echeverría, C García-Campo, M Nussbaum, F Gil… - Computers & …, 2011 - Elsevier
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 …

Game-based remedial instruction in mastery learning for upper-primary school students

CH Lin, EZF Liu, YL Chen, PY Liou, M Chang… - Journal of Educational …, 2013 - JSTOR
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 …

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 …

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 …

Exploring different technological platforms for supporting co-located collaborative games in the classroom

A Echeverría, M Améstica, F Gil, M Nussbaum… - Computers in Human …, 2012 - Elsevier
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 …