Essential features of serious games design in higher education: Linking learning attributes to game mechanics

P Lameras, S Arnab, I Dunwell… - British journal of …, 2017 - Wiley Online Library
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 …

Success factors for serious games to enhance learning: a systematic review

WS Ravyse, A Seugnet Blignaut, V Leendertz… - Virtual Reality, 2017 - Springer
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 …

Effect of augmented reality game Pokémon GO on cognitive performance and emotional intelligence in adolescent young

A Ruiz-Ariza, RA Casuso, S Suarez-Manzano… - Computers & …, 2018 - Elsevier
The main aim was to analyse the effect of 8 weeks of Pokémon GO on cognitive
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 …

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 …

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 …

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 …

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 …

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 …

Serious games in digital gaming: A comprehensive review of applications, game engines and advancements

A Gazis, E Katsiri - arXiv preprint arXiv:2311.03384, 2023 - arxiv.org
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 …