Game-based learning approach in computer science in primary education: a systematic review

M Videnovik, AM Bogdanova, V Trajkovik - Entertainment Computing, 2024 - Elsevier
This paper reviews the current situation concerning the implementation of game-based
learning in computer science in primary education, providing insight into current trends …

Game-based learning in computer science education: a scoping literature review

M Videnovik, T Vold, L Kiønig… - International Journal of …, 2023 - Springer
Using games in education has the potential to increase students' motivation and
engagement in the learning process, gathering long-lasting practical knowledge. Expanding …

Increasing quality of learning experience using augmented reality educational games

M Videnovik, V Trajkovik, LV Kiønig, T Vold - Multimedia tools and …, 2020 - Springer
Adequate pedagogical approaches for integration of technology in the learning process
create new opportunities for improving the quality of teaching and learning experiences …

[HTML][HTML] Migration of an Escape room–style educational game to an online environment: Design Thinking methodology

M Videnovik, T Vold, G Dimova, LV Kiønig… - JMIR serious …, 2022 - games.jmir.org
Background The COVID-19 pandemic outbreak has led to a sudden change in education,
closing schools and shifting to online teaching, which has become an enormous challenge …

Esports games in elementary school: a systematic literature review

H Ibda, MF Al Hakim, K Saifuddin, Z Khaq… - … : International Journal on …, 2023 - joiv.org
Several studies have explored esports games, and few have examined esports games in
elementary schools with a systematic literature review. This research explores articles on the …

Identifying and validating game design elements in serious game guideline for climate change

NEM Razali, RZ Ramli, H Mohamed, NAM Zin, F Rosdi… - Heliyon, 2022 - cell.com
Climate change can simply be defined as an increase in temperature, normally referred to
as global warming. Recent studies have confirmed the failure of many climate …

Using educational Escape room to increase students' engagement in learning computer science

G Dimova, M Videnovik, V Trajkovik - 2020 - repository.ukim.mk
This paper presents the process of creating and implementing a large-scale experiment that
involves students from more than 10 primary schools using the escape room style …

Practical evaluation on serious games in education

SM Eftimova, AM Bogdanova… - Journal of Emerging …, 2021 - dergipark.org.tr
The arrival of the new learning methodologies is in response to the reality: new generations
should learn in a different way. The so-called" Millennials" are looking for another kind of …

Serious games evaluation methodology

M Videnovik, AM Bogdanova, V Trajkovik - ICERI2018 Proceedings, 2018 - library.iated.org
By using games, new and powerful ways of learning in the classrooms can be created,
where students are active participants in the learning process. Educational games empower …

[PDF][PDF] Qualifications Framework of Essential Learning Outcomes for Computer Innovation and Digital Industry Professionals

T Suwanroj, O Saeung, P Leekitchwatana… - International Journal of …, 2023 - ijiet.org
 Abstract—This research aimed to study and analyze the factors of the qualification
framework of essential learning outcomes for computer innovation and digital industry …