Positive technology and COVID-19

G Riva, F Mantovani, BK Wiederhold - … , Behavior, and Social …, 2020 - liebertpub.com
The past 10 years have seen the development and maturation of several digital
technologies that can have a critical role to enhancement of happiness and psychological …

[HTML][HTML] COVID-19 as 'game changer'for the physical activity and mental well-being of augmented reality game players during the pandemic: Mixed methods survey …

LA Ellis, MD Lee, K Ijaz, J Smith, J Braithwaite… - Journal of medical …, 2020 - jmir.org
Background Location-based augmented reality (AR) games, such as Pokémon GO and
Harry Potter: Wizards Unite, have been shown to have a beneficial impact on the physical …

Preservice teachers' knowledge and attitudes toward digital-game-based language learning

J Belda-Medina, JR Calvo-Ferrer - Education Sciences, 2022 - mdpi.com
There is a good body of literature about digital-game-based language learning (DGBL), but
research has mainly focused on students as game players rather than as future educators …

Rapid evidence review of community engagement and resources in the UK during the COVID-19 pandemic: how can community assets redress health inequities?

R Mughal, LJM Thomson, N Daykin… - International Journal of …, 2022 - mdpi.com
Community engagement, such as participating in arts, nature or leisurely activities, is
positively associated with psychological and physiological wellbeing. Community-based …

An interactive serious mobile game for supporting the learning of programming in javascript in the context of eco-friendly city management

R Maskeliūnas, A Kulikajevas, T Blažauskas… - Computers, 2020 - mdpi.com
In the pedagogical process, a serious game acts as a method of teaching and upbringing,
the transfer of accumulated experience and knowledge. In this paper, we describe an …

[HTML][HTML] Games in times of a pandemic: structured overview of COVID-19 serious games

T Kermavnar, VT Visch, PMA Desmet - JMIR Serious Games, 2023 - games.jmir.org
Background: The COVID-19 pandemic introduced an urgent need for effective strategies to
disseminate crucial knowledge and improve people's subjective well-being. Complementing …

Training teachers to design game-based learning activities: Evidence from a pilot project

M Cantoia, A Clegg, A Tinterri - Computers in the Schools, 2024 - Taylor & Francis
Game-based learning (GBL) provides direct experience, reflection, and self-assessment
opportunities. To support their knowledge and expertise on GBL, a group of Italian teachers …

Impact of intrinsic factors and COVID-19 pandemic on the use of technology

AS Alaqra, A Kitkowska - Extended Abstracts of the 2021 CHI …, 2021 - dl.acm.org
The unprecedented pandemic of the infectious coronavirus disease (COVID-19) is still
ongoing. Considering the limitations and restrictions imposed by COVID-19, we explored the …

Let's Meetup? Board Game Communities in Hong Kong

J Harrington - Games and Culture, 2023 - journals.sagepub.com
Modern board games are becoming more prevalent, increasing their market share on a year-
by-year basis. However, since board games are physically oriented media, their community …

[PDF][PDF] Infusing Communication Skills into Financial Accounting Curriculum: A Perspective from the Digital Era

NL Hettiarachchi, TS Subramaniam… - International Journal of …, 2023 - ijiet.org
 Abstract—This study investigates financial accounting students' attitudes about several
aspects related to modern pedagogies focusing on communication skills development. The …