A meta‐analysis of use of serious games in education over a decade
Y Zhonggen - International Journal of Computer Games …, 2019 - Wiley Online Library
It seems necessary to review the literature to explore the effectiveness of serious games in
education, since the number of studies on serious games is surging up. This study …
education, since the number of studies on serious games is surging up. This study …
Serious games in science education: a systematic literature
Teaching science through computer games, simulations, and artificial intelligence (AI) is an
increasingly active research field. To this end, we conducted a systematic literature review …
increasingly active research field. To this end, we conducted a systematic literature review …
Storytelling and user experience in the cultural metaverse
S Yang - Heliyon, 2023 - cell.com
Enthusiasm for the metaverse is intensifying in academia and industries. The metaverse is a
complex concept, combining many technologies to create many different types of user …
complex concept, combining many technologies to create many different types of user …
Relations between student motivation, immersion and learning outcomes in location-based augmented reality settings
Y Georgiou, EA Kyza - Computers in Human Behavior, 2018 - Elsevier
Technology-rich educational environments are argued to facilitate immersion, which can
subsequently contribute to students' increased learning; however, empirical evidence is …
subsequently contribute to students' increased learning; however, empirical evidence is …
A web-based collaborative reading annotation system with gamification mechanisms to improve reading performance
This study presents a web-based collaborative reading annotation system (WCRAS) with
gamification mechanisms to motivate students' annotations behaviors and promote students' …
gamification mechanisms to motivate students' annotations behaviors and promote students' …
[HTML][HTML] Internet-of-things-enabled serious games: A comprehensive survey
Internet of things has been one of the predominant research areas for the past two decades.
Many application domains have embraced it to solve challenges that have long been …
Many application domains have embraced it to solve challenges that have long been …
Why viewers send paid gifts: The role of social influence on massively multiplayer online games live streaming
Virtual paid gifts from viewers are the main revenue source for the live streaming gaming
industry, with massively multiplayer online games (MMOG) currently representing the most …
industry, with massively multiplayer online games (MMOG) currently representing the most …
How competition in a game-based science learning environment influences students' learning achievement, flow experience, and learning behavioral patterns
CH Chen, JH Liu, WC Shou - Journal of Educational Technology & Society, 2018 - JSTOR
Although educational games have become prevalent in recent research, only a limited
number of studies have considered learners' learning behaviors while playing a science …
number of studies have considered learners' learning behaviors while playing a science …
Serious games for health: three steps forwards
D Drummond, A Hadchouel, A Tesnière - Advances in Simulation, 2017 - Springer
Serious games are educational tools which are more and more used in patient and health
professional education. In this article, we discuss three main points that developers and …
professional education. In this article, we discuss three main points that developers and …
La relación entre las estrategias lúdicas en el aprendizaje y la motivación: Un estudio de revisión
A Manzano-León, AM Ortiz-Colón… - Revista …, 2022 - saber.ucv.ve
El objetivo de este trabajo es argumentar la capacidad del juego y la gamificación para
crear experiencias educativas estimulantes a través de diseños lúdicos coherentes …
crear experiencias educativas estimulantes a través de diseños lúdicos coherentes …