Mobile game-based learning in secondary education: Students' immersion, game activities, team performance and learning outcomes

J Huizenga, W Admiraal, G Ten Dam, J Voogt - Computers in Human …, 2019 - Elsevier
Studies on game-based learning show positive effects, but insights into the relationship
between students' game activities and the outcomes of these activities are lacking. In this …

Gamification

E Sanchez, H van Oostendorp, JD Fijnheer… - … of Education and …, 2020 - Springer
Digital game-based learning (DGBL) is increasingly being used to refer to the use of games
for expected learning outcomes. The expression emphasizes the importance of the context …

[PDF][PDF] Game based learning for autism in learning mathematics

C Mohd, F Shahbodin, M Sedek… - International Journal of …, 2020 - researchgate.net
In the 21st century, research related to a game-based learning (GBL) have attracted many
researchers and practitioners in researching more on the matters. Due to the positive effects …

The Influence of Digital Gameplay on Learner Profiles in the Japanese University Context.

DJ Mills, JS White - Turkish Online Journal of Educational Technology …, 2024 - ERIC
The researchers examined the relationship between informal digital gameplay and learner
profiles in two Japanese private universities. Seventy-eight participants responded to 59 …

Social engagement in a digital role-playing game dedicated to classroom management

G Bonvin, E Sanchez - Games and Learning Alliance: 6th International …, 2017 - Springer
Classcraft is a role-playing game for classroom management in high schools. Teachers can
create teams and assign an avatar to students, as well as points and 'powers' as rewards for …

The translation duel as a gamified hybrid learning activity

C Meyers - Journal of Research in Higher Education, 2022 - ceeol.com
This paper intends to show how a translation competition, namely the “translation duel,” can
be turned into a useful pedagogical tool to train translation students to adapt their target text …

[PDF][PDF] Kollaboration oder Wettbewerb: ein Vergleich der Motivation beim Game-based Learning.

L Eckardt, R Finster - HMD Prax. Wirtsch., 2019 - researchgate.net
Spielerisches Lernen ist ein aktueller Trend. Sogenanntes Game-based Learning (GBL)
führt zu einer positiven Beeinflussung von Spaß, Motivation und Engagement. In …

[PDF][PDF] Les affordances d'un jeu sérieux éducatif pour l'apprentissage de l'anglais langue seconde chez des étudiants universitaires de premier cycle

A Patiño - 2021 - researchgate.net
Résumé Cette thèse présente une étude qualitative sur les affordances d'un jeu sérieux
éducatif (JSÉ) pour l'apprentissage de l'anglais langue seconde (ALS) dans un contexte …

Computers in Secondary Schools, Educational Games

M Romero - Encyclopedia of Education and Information …, 2020 - Springer
A. Tatnall (ed.), Encyclopedia of Education and Information Technologies, https://doi.
org/10.1007/978-3-030-10576-1 and new literacy skills (Henderson et al. 2010; Schuck and …

Assessing Social Engagement in a Digital Role-Playing Game: Changes over Time and Gender Differences

G Bonvin, E Sanchez, PA Champin, R Casado… - … for Life in the Digital Age …, 2019 - Springer
Classcraft is a digital role-playing game dedicated to classroom management. Teachers can
create teams and assign an avatar to students, as well as points and 'powers' as rewards for …