The concept of Serious Gaming refers to the adoption of classical entertainment games for purposes other than entertainment, including learning and instruction. In this paper we report on a Serious Gaming field experiment where typical board games (such as battleship, master mind and domino) were employed with the shifted purpose of triggering and sustaining primary school students ’ reasoning and logical abilities. The results of the field experiment showed that: 1) there is a strong correlation between school achievement and the ability to play and solve this kind of games and that 2) motivation and engagement in game-based learning tasks is very high, irrespective of the level of achievement of the subjects. Final considerations are draw...
Nowadays formal education systems are under increasing pressure to respond and adapt to rapid techno...
The use of game-based learning in education is prevalent. However, the effectiveness of it as a tool...
Nowadays formal education systems are under increasing pressure to respond and adapt to rapid techno...
International audienceThe concept of Serious Gaming refers to the adoption of classical entertainmen...
This article is interested in the integration of serious games in the classroom. Serious Games are c...
Abstract — This paper, based on a long term experience conducted in primary schools, investigates th...
With our ever-changing technological world, schools need to incorporate more engaging learning activ...
There is considerable interest in leveraging video games to support students’ motivation. This invol...
This research explores the rationale behind the utilisation of electronic games in education. A qual...
Serious Games (SGs) indicate positive effects on Preschool and Primary school students and promote a...
Background and Aim. Serious games are generally considered to have positive effects on many aspects ...
In addition to entertainment, games have been recognized as enhancers of cognition and associated wi...
This literature review examines the use of digital games also known as serious games in a school set...
Abstract. This paper investigates the relationship between the possession of some of the reasoning a...
In the last few years, educational computer games have gained attention as a tool for facilitating. ...
Nowadays formal education systems are under increasing pressure to respond and adapt to rapid techno...
The use of game-based learning in education is prevalent. However, the effectiveness of it as a tool...
Nowadays formal education systems are under increasing pressure to respond and adapt to rapid techno...
International audienceThe concept of Serious Gaming refers to the adoption of classical entertainmen...
This article is interested in the integration of serious games in the classroom. Serious Games are c...
Abstract — This paper, based on a long term experience conducted in primary schools, investigates th...
With our ever-changing technological world, schools need to incorporate more engaging learning activ...
There is considerable interest in leveraging video games to support students’ motivation. This invol...
This research explores the rationale behind the utilisation of electronic games in education. A qual...
Serious Games (SGs) indicate positive effects on Preschool and Primary school students and promote a...
Background and Aim. Serious games are generally considered to have positive effects on many aspects ...
In addition to entertainment, games have been recognized as enhancers of cognition and associated wi...
This literature review examines the use of digital games also known as serious games in a school set...
Abstract. This paper investigates the relationship between the possession of some of the reasoning a...
In the last few years, educational computer games have gained attention as a tool for facilitating. ...
Nowadays formal education systems are under increasing pressure to respond and adapt to rapid techno...
The use of game-based learning in education is prevalent. However, the effectiveness of it as a tool...
Nowadays formal education systems are under increasing pressure to respond and adapt to rapid techno...