An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games
Continuing interest in digital games indicated that it would be useful to update Connolly et
al.'s (2012) systematic literature review of empirical evidence about the positive impacts and …
al.'s (2012) systematic literature review of empirical evidence about the positive impacts and …
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 …
Learning healthy lifestyles through active videogames, motor games and the gamification of educational activities
Abstract The World Health Organization (WHO) has declared obesity as a 21st-century
epidemic after reaching global proportions. In Spain, this disease is suffered by 62% of the …
epidemic after reaching global proportions. In Spain, this disease is suffered by 62% of the …
Does value matters in playing online game? An empirical study among massively multiplayer online role-playing games (MMORPGs)
S Rezaei, SS Ghodsi - Computers in Human Behavior, 2014 - Elsevier
A few study examined the impact of value and aspects of behavioral intention in virtual
environment. The aim of this study is to examine the impact of emotional value (VE), social …
environment. The aim of this study is to examine the impact of emotional value (VE), social …
Affective states in computer-supported collaborative learning: Studying the past to drive the future
CSCL investigates ways of promoting students' collaboration through technology. Although
affective states and socio-emotional factors have an important effect on learning, few studies …
affective states and socio-emotional factors have an important effect on learning, few studies …
Social and emotional learning in the Ibero-American context: a systematic review
FD Fernández-Martín, JM Romero-Rodríguez… - Frontiers in …, 2021 - frontiersin.org
Social and emotional learning (SEL) has acquired great prominence in recent years, due to
the skills it develops in students, influencing personal and social well-being. At the same …
the skills it develops in students, influencing personal and social well-being. At the same …
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 …
A systematic review of game technologies for pediatric patients
S Jurdi, J Montaner, F Garcia-Sanjuan, J Jaen… - Computers in biology …, 2018 - Elsevier
Children in hospital are subjected to multiple negative stimuli that may hinder their
development and social interactions. Although game technologies are thought to improve …
development and social interactions. Although game technologies are thought to improve …
[PDF][PDF] Los videojuegos en la adolescencia: prácticas y polémicas asociadas
A Ameneiros, MC Ricoy - Revista de estudios e investigación en …, 2015 - researchgate.net
El presente trabajo trata de analizar el uso de los videojuegos por los/as adolescentes, así
como los lugares asociados a sus prácticas. Asimismo, se pretende desvelar la opinión que …
como los lugares asociados a sus prácticas. Asimismo, se pretende desvelar la opinión que …
Brief review of video games in learning & education how far we have come
B Kenwright - Siggraph asia 2017 symposium on education, 2017 - dl.acm.org
This paper presents a survey on video games in learning and education, including patterns
and trends in technologies and correlations in popularity with regard to the entertainment …
and trends in technologies and correlations in popularity with regard to the entertainment …