Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project

M Wrzesien, MA Raya - Computers & Education, 2010 - Elsevier
The objective of this study is to present and to evaluate the E-Junior application: a serious
virtual world (SVW) for teaching children natural science and ecology. E-Junior was …

Evaluation of learning outcomes using an educational iPhone game vs. traditional game

D Furió, S González-Gancedo, MC Juan, I Seguí… - Computers & …, 2013 - Elsevier
In this paper, we present an initial study to determine the subject preferences for educational
computer games for children, in which 150 education professionals participated. From the …

The effectiveness of adaptive difficulty adjustments on students' motivation and learning in an educational computer game

S Sampayo-Vargas, CJ Cope, Z He, GJ Byrne - Computers & Education, 2013 - Elsevier
Computer games that adaptively adjust difficulty are used to continuously challenge players
according to their abilities. The adjustment of difficulty occurs automatically in response to a …

Adaptive learning: toward an intentional model for learning process guidance based on learner's motivation

W Bayounes, IB Saâdi, Kinshuk - Smart Learning Environments, 2022 - Springer
The goal of ITS is to support learning content, activities, and resources, adapted to the
specific needs of the individual learner and influenced by learner's motivation. One of the …

Unpacking Digital Game-Based Learning: The complexities of developing and using educational games

B Berg Marklund - 2015 - diva-portal.org
Digital game-based learning has traditionally been examined from an 'artefact-
centric'perspective that focuses on understanding how game design and principles of …

Playability guidelines for educational video games: A comprehensive and integrated literature review

A Ibrahim, FLG Vela, PP Rodríguez… - International Journal of …, 2012 - igi-global.com
Learning through play is currently an effective and attractive educational strategy. However,
are all educational video games (EVG) successful and do they always keep the player …

Serious games evaluation: processes, models, and concepts

K Emmerich, M Bockholt - … Computing and Serious Games: International GI …, 2016 - Springer
Serious games are developed with the goal of having a certain impact on players which
goes beyond mere entertainment. This purpose-driven design is immanent to serious games …

A taxonomy and gap-analysis in digital privacy education

SK Paul, DA Knox - International Symposium on Foundations and Practice …, 2022 - Springer
Computers of different types and portable devices like: mobile phones, smartwatches and an
increasing number of IoT devices, collect and use our personal data, to improve and simplify …

Learning efficacy and user acceptance of a game-based social skills learning environment

JL Tan, DHL Goh, RP Ang, VS Huan - International journal of child …, 2016 - Elsevier
The objectives of the research study are to investigate how a game-based learning
environment affects the learning outcomes of social skills knowledge and user acceptance …

Design box case study: facilitating interdisciplinary collaboration and participatory design in game developm

R Altizer Jr, JP Zagal, E Johnson, B Wong… - … abstracts publication of …, 2017 - dl.acm.org
The design and development of games for games with a purpose or serious games often
requires that stakeholders from disparate backgrounds collaborate. This often presents …