Self-directed learning in video games, affordances and pedagogical implications for teaching and learning

W Toh, D Kirschner - Computers & Education, 2020 - Elsevier
Self-directed learning is becoming increasingly important in the twenty-first century due to
the rapid changes caused by technological advancement and automation, which …

Balancing learning and enjoyment in serious games: Kerbal Space Program and the communication mediation model

S Rosenthal, RA Ratan - Computers & Education, 2022 - Elsevier
When designed well, serious games can support effective learning. This study used the
communication mediation model to examine the process and outcomes of playing serious …

A new measure for serious games evaluation: gaming educational balanced (GEB) model

K Martinez, MI Menéndez-Menéndez, A Bustillo - Applied Sciences, 2022 - mdpi.com
Featured Application A metric to evaluate gaming and educational features of already
developed serious games. This model can also guide the design of new serious games …

A framework to support interoperable Game‐based Assessments as a Service (GBAaaS): Design, development, and use cases

MJ Gomez, JA Ruipérez‐Valiente… - Software: Practice …, 2023 - Wiley Online Library
During the last few years, there has been increasing attention paid to serious games (SGs),
which are games used for non‐entertainment purposes. SGs offer the potential for more …

基于游戏的心理测评

徐俊怡, 李中权 - 心理科学进展, 2021 - journal.psych.ac.cn
基于游戏的心理测评是指通过游戏或游戏化的活动, 对一个人的能力, 人格等心理特性和行为
进行量化测评. 早期主要用于评估教育和训练的效果, 而后发展成对心理特性的测评 …

Domain knowledge and adaptive serious games: Exploring the relationship of learner ability and affect adaptability

V Verma, SD Craig, R Levy… - Journal of …, 2022 - journals.sagepub.com
Detection and responding to a player's affect are important for serious games. A method for
this purpose was tested within Chem-o-crypt, a game that teaches chemical equation …

Validity of a content agnostic game based stealth assessment

V Verma, A Amresh, SD Craig, A Bansal - International Conference on …, 2021 - Springer
In an attempt to predict the learning of a player during a content agnostic educational video
game session, this study used a dynamic bayesian network in which participants' game play …

Integrating Reinforcement AI Into the Design of Educational Games

A Amresh - Proceedings of the 17th European Conference on …, 2023 - books.google.com
The emergence of reinforcement-based AI for text generation (Chat-GPT) and image
creation (Dall-E) has opened a wide range of possibilities for changing the game design and …

Game-based psychological assessment

J XU, Z LI - Advances in Psychological Science, 2021 - journal.psych.ac.cn
The advent of the big data era has made it possible to use data to predict behavior. Game is
an important part of human social behavior. The issue of how to use the rich data obtained …

[图书][B] Problem-based learning and pedagogies of play: Active approaches towards Self-Directed Learning

A Golightly, MJ Sebatana, BJ Bunt, TE Jacobson… - 2023 - library.oapen.org
The focus of this book is original research regarding the implementation of problem-based
learning and pedagogies of play as active approaches to foster self-directed learning. With …