Commercial video games in school teaching: Two mixed methods case studies on students' reflection processes

M Rüth, K Kaspar - Frontiers in psychology, 2021 - frontiersin.org
Commercial video games are popular entertainment media and part of students' media
reality. While commercial video games' main purpose is not learning, they nonetheless …

" What else can I do?" Examining the Impact of Community Data on Adaptation and Quality of Reflection in an Educational Game

E Kleinman, J Villareale, MN Shergadwala… - Proceedings of the …, 2023 - dl.acm.org
Adaptation, or ability and willingness to consider an alternative approach, is a critical
component of learning through reflection, especially in educational games, where there are …

The role of video games in enhancing managers' strategic thinking and cognitive abilities: An experiential survey

O Ghasemi, M Abooyee, S Labafi, M Shirzad - Entertainment Computing, 2024 - Elsevier
Using gamification and video games is one of the modern approaches to cognitive
enhancement and improving the abilities and competencies of managers, including strategic …

Playing to learn or to win? The role of students' competition preference on self-monitoring and learning outcome when learning with a serious game

V Riemer, C Schrader - Interactive Learning Environments, 2022 - Taylor & Francis
This study investigates how students' competition preference as a trait variable, in
conjunction with students' state self-monitoring, affects learning outcome when learning with …

Integrating games into the classroom: towards new teachership

H Ketamo, K Kiili, S Arnab, I Dunwell - New pedagogical approaches …, 2013 - igi-global.com
The game-based learning approach has already shown its strengths from the learners' point
of view. However, there are numerous unrevealed ways to support teachers' work within the …

The quest game-frame: balancing serious games for investigating privacy decisions

P Jost - 2020 - aisel.aisnet.org
Digitalisation permeates all areas of social life. The use of digital games in research settings
to analyse social phenomena is thereby no exception. However, games that can …

Reliving the experience of visiting a gallery: Methods for evaluating informal learning in games for cultural heritage

K Kontiza, A Liapis, CE Jones - … of the 15th International Conference on …, 2020 - dl.acm.org
When evaluating the effectiveness of gamified app experiences in cultural heritage venues
in terms of informal learning outcomes, a core challenge is the complexity involved in …

All-in-one: impact study of an online math game for educational purposes

K Fellnhofer - International Journal of Technology …, 2016 - inderscienceonline.com
The purpose of this evaluation study is to address the impact of an educational game in
strengthening mathematical skills and knowledge. Within this framework, the study deals …

Reflection continuum model for supporting reflection and game-based learning at the workplace

SA Petersen, M Oliveira - … Third Joint International Conference, JCSG 2017 …, 2017 - Springer
Game-based learning provides experiences where the learner has the opportunity of
learning by doing. Existing theoretical models of learning describe the role of reflection and …

Das Potential von Computerspielen nutzen

TC Breiner, LD Kolibius, LD Kolibius - … : Grundlagen, Psychologie und …, 2019 - Springer
Computerspiele geraten häufig in Verruf. In diesem Kapitel beschäftigen wir uns mit den
vielfältigen Bereichen, in denen das Potential von Computerspielen sinnvoll genutzt werden …