Essential features of serious games design in higher education: Linking learning attributes to game mechanics
This paper consolidates evidence and material from a range of specialist and disciplinary
fields to provide an evidence‐based review and synthesis on the design and use of serious …
fields to provide an evidence‐based review and synthesis on the design and use of serious …
Success factors for serious games to enhance learning: a systematic review
There is no doubt that an abundance of factors exists that makes learning with serious
games successful. Research articles reporting on these factors, however, tend to focus on …
games successful. Research articles reporting on these factors, however, tend to focus on …
Effect of augmented reality game Pokémon GO on cognitive performance and emotional intelligence in adolescent young
The main aim was to analyse the effect of 8 weeks of Pokémon GO on cognitive
performance (memory, selective attention, concentration, mathematical calculation and …
performance (memory, selective attention, concentration, mathematical calculation and …
De la enseñanza con libros de texto al aprendizaje en espacios online gamificados
MA Moreira, CSG González - Educatio Siglo XXI, 2015 - revistas.um.es
En este artículo se plantea la necesidad que la escuela del siglo XXI empiece a transformar
sus materiales didácticos adecuándolos a las nuevas experiencias y formas expresivas de …
sus materiales didácticos adecuándolos a las nuevas experiencias y formas expresivas de …
An approach to digital game-based learning: Video-games principles and applications in foreign language learning
R Casañ-Pitarch - Journal of Language Teaching and Research …, 2018 - riunet.upv.es
[EN]¿ During the present decade, researchers and educators of different fields have
increased their attention towards digital game-based learning. The rise of interest towards …
increased their attention towards digital game-based learning. The rise of interest towards …
Modelling Chinese EFL learners' flow experiences in digital game-based vocabulary learning: The roles of learner and contextual factors
R Li, Z Meng, M Tian, Z Zhang… - Computer Assisted …, 2021 - Taylor & Francis
Although digital game-based vocabulary learning (DGBVL) has attracted considerable
attention, factors attributing to the facilitative effects of DGBVL have not yet been …
attention, factors attributing to the facilitative effects of DGBVL have not yet been …
Empirical Studies on the Metaverse-Based Education: A Systematic Review.
G Asiksoy - International Journal of Engineering Pedagogy, 2023 - search.ebscohost.com
The Metaverse is a digital space achieved through a virtual environment that allows people
to enjoy immersive experiences and interactions. The Metaverse is changing the world in …
to enjoy immersive experiences and interactions. The Metaverse is changing the world in …
Propuesta de didáctica de la Programación en Educación Primaria basada en la gamificación usando videojuegos educativos
I Cruz-García, JA Martín-García… - Education in the …, 2021 - revistas.usal.es
La enseñanza de la programación en Educación Primaria es un tema de interés
investigador a nivel mundial. En este artículo, la contribución se centra en una propuesta de …
investigador a nivel mundial. En este artículo, la contribución se centra en una propuesta de …
A new measure for serious games evaluation: gaming educational balanced (GEB) model
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 …
developed serious games. This model can also guide the design of new serious games …
Serious games in digital gaming: A comprehensive review of applications, game engines and advancements
Serious games are defined as applied games that focus on the gamification of an
experience (eg, learning and training activities) and are not strictly for entertainment …
experience (eg, learning and training activities) and are not strictly for entertainment …