The game definition game: A review
J Stenros - Games and culture, 2017 - journals.sagepub.com
In this article, over 60 definitions of games since the 1930s are reviewed in order to pinpoint
what those definitions agree on and, more importantly, what they disagree on. This article is …
what those definitions agree on and, more importantly, what they disagree on. This article is …
Game factors and game‐based learning design model
How to design useful digital game‐based learning is a topic worthy of discussion. Past
research focused on specific game genres design, but it is difficult to use when the target …
research focused on specific game genres design, but it is difficult to use when the target …
A theory of work gamification: Something old, something new, something borrowed, something cool?
MT Cardador, GB Northcraft, J Whicker - Human resource management …, 2017 - Elsevier
A key assumption driving organizations' adoption of work gamification–applying principles of
digital and computer games to work contexts–is that such efforts increase worker motivation …
digital and computer games to work contexts–is that such efforts increase worker motivation …
Games, motivation, and learning: A research and practice model
R Garris, R Ahlers, JE Driskell - Simulation & gaming, 2002 - journals.sagepub.com
Although most agree that games can be engaging and that games can be instructive, there
is little consensus regarding the essential characteristics of instructional games. Implicit in …
is little consensus regarding the essential characteristics of instructional games. Implicit in …
Can serious games contribute to developing and sustaining 21st century skills?
Serious games (SG) are innovative tools that are widely recognized as having considerable
potential to foster and support active learning. This article addresses the question of whether …
potential to foster and support active learning. This article addresses the question of whether …
From edutainment to serious games: A change in the use of game characteristics
D Charsky - Games and culture, 2010 - journals.sagepub.com
Serious games use instructional and video game elements for nonentertainment purposes.
Serious games attempt to create instructionally sound and relevant learning experiences for …
Serious games attempt to create instructionally sound and relevant learning experiences for …
The transformative potential of role-playing games—: From play skills to human skills
S Daniau - Simulation & Gaming, 2016 - journals.sagepub.com
Background. Several authors from different fields have already mentioned the educational
potential of role-playing games (RPG). As tabletop role-playing games (TRPG) present …
potential of role-playing games (RPG). As tabletop role-playing games (TRPG) present …
Redefining simulation fidelity for healthcare education
Background. Fidelity-an intrinsic property of simulation is crucial to simulation design and to
educational effectiveness. Yet the term fidelit y is inconsistently used, which makes it difficult …
educational effectiveness. Yet the term fidelit y is inconsistently used, which makes it difficult …
The added value of a gaming context and intelligent adaptation for a mobile learning application for vocabulary learning
J Sandberg, M Maris, P Hoogendoorn - Computers & Education, 2014 - Elsevier
Two groups participated in a study on the added value of a gaming context and intelligent
adaptation for a mobile learning application. The control group worked at home for a …
adaptation for a mobile learning application. The control group worked at home for a …
[PDF][PDF] Gamification of online idea competitions: insights from an explorative case.
The implementation of game mechanics (like points or leadersboards) in a serious context is
called “gamification”. In this explorative analysis of a single case participants of an online …
called “gamification”. In this explorative analysis of a single case participants of an online …