Abstract:- The purpose of this study is to examine children’s expectations from games and their interaction patterns while playing computer games. 52 children ages from 8 to 14 participated to the study. Children were allowed to play computer games according to their preferences and interact with each other in a social gaming environment. Data were collected by observing children and taking notes to capture their interaction patterns. Also semi-structured interviews were conducted to examine their expectations from computer games that they had played. Results of the study showed that students mostly interact while learning a new game, providing strategy to their peers and promoting their success. Gender has effect on preference and expectat...
Assessing game experience on Digital Educational Games (DEGs) can enhance knowledge on users behavio...
The purpose of this study is to examine high school students' preferences, playing habits, expectati...
It is important to develop an understanding of children’s engagement and choices in learning experie...
The purpose of this study is to examine children's expectations from games and their interaction pat...
The paper describes research on the role and place of computer games in the lives of children and ad...
This study examines children's flow experiences in an interactive social game environment. A total o...
Abstract: Internet age students are increasingly interested in learning by playing. The majority of ...
For the last three decades, many things have changed around us. New businesses have grown up and new...
Playing games can be one of the most important activities for children to improve their social probl...
Games have been successfully used in educational settings for many years. Still, it is not known in ...
In this paper we investigate how boys and girls of 8 and 12 years old experience interacting with a ...
The playing of computer games in the home is ubiquitous in contemporary life. Research that examines...
The playing of computer games in the home is ubiquitous in contemporary life. Research that examines...
This paper stems from a mixed-methods study in which we scientifically tested 15 computer games to i...
Electronic Games for Education in Math and Science (E-GEMS) is a large-scale research project design...
Assessing game experience on Digital Educational Games (DEGs) can enhance knowledge on users behavio...
The purpose of this study is to examine high school students' preferences, playing habits, expectati...
It is important to develop an understanding of children’s engagement and choices in learning experie...
The purpose of this study is to examine children's expectations from games and their interaction pat...
The paper describes research on the role and place of computer games in the lives of children and ad...
This study examines children's flow experiences in an interactive social game environment. A total o...
Abstract: Internet age students are increasingly interested in learning by playing. The majority of ...
For the last three decades, many things have changed around us. New businesses have grown up and new...
Playing games can be one of the most important activities for children to improve their social probl...
Games have been successfully used in educational settings for many years. Still, it is not known in ...
In this paper we investigate how boys and girls of 8 and 12 years old experience interacting with a ...
The playing of computer games in the home is ubiquitous in contemporary life. Research that examines...
The playing of computer games in the home is ubiquitous in contemporary life. Research that examines...
This paper stems from a mixed-methods study in which we scientifically tested 15 computer games to i...
Electronic Games for Education in Math and Science (E-GEMS) is a large-scale research project design...
Assessing game experience on Digital Educational Games (DEGs) can enhance knowledge on users behavio...
The purpose of this study is to examine high school students' preferences, playing habits, expectati...
It is important to develop an understanding of children’s engagement and choices in learning experie...