Learner’s motivation is one of the main aspects that need to be addressed for a successful learning process. Consequently, learner motivation assessment and measurement have attracted significant research interest in the e-learning area in general and game-based learning in particular. Traditional methodologies for learner motivation analysis rely on data collected through questionnaires. However, this approach does not fit well in the context of game-based learning, because an out-of-game questionnaire breaks the game user’s flow and immersion. This paper presents a novel electroencephalography (EEG) sensor-based methodology that supports real-time non-disturbing automatic measurement and analysis of learner’s motivation in game-based lear...
Abstract. This study explores the effects of prior video-game experience on learner’s motivation in ...
This paper proposes a novel method for measuring learner's self-efficacy, an important indicator of ...
Nowadays, students are spending more and more time doing online entertainment activities rather than...
Learner's motivation is one of the main aspects that need to be addressed for a successful learning ...
Computer games started to be integrated in the learning process in order to bridge the gap between t...
The technological developments characteristic to today’s digital era have contributed to significant...
This study investigates Serious Games (SG) to assess motivational factors appropriate to an Intellig...
Over the past decade there have been significant technological advantages that gradually brought us ...
This article proposes a Motivation Assessment-oriented Input-Process-Outcome Game Model (MotIPO), wh...
Understanding and profiling player motivation complements and extends research on gameflow, player p...
A new interest in the use of game factors while acquiring new knowledge has emerged, and a number of...
Understanding and modelling player experience helps us to design games that satisfy various player's...
Engagement influences participation, progression and retention in game-based e-learning (GBeL). Ther...
The player’s motivation a significant role in the success of the learning process and of the game fo...
The purpose of this study was to identify motivational elements of an online multi-player educationa...
Abstract. This study explores the effects of prior video-game experience on learner’s motivation in ...
This paper proposes a novel method for measuring learner's self-efficacy, an important indicator of ...
Nowadays, students are spending more and more time doing online entertainment activities rather than...
Learner's motivation is one of the main aspects that need to be addressed for a successful learning ...
Computer games started to be integrated in the learning process in order to bridge the gap between t...
The technological developments characteristic to today’s digital era have contributed to significant...
This study investigates Serious Games (SG) to assess motivational factors appropriate to an Intellig...
Over the past decade there have been significant technological advantages that gradually brought us ...
This article proposes a Motivation Assessment-oriented Input-Process-Outcome Game Model (MotIPO), wh...
Understanding and profiling player motivation complements and extends research on gameflow, player p...
A new interest in the use of game factors while acquiring new knowledge has emerged, and a number of...
Understanding and modelling player experience helps us to design games that satisfy various player's...
Engagement influences participation, progression and retention in game-based e-learning (GBeL). Ther...
The player’s motivation a significant role in the success of the learning process and of the game fo...
The purpose of this study was to identify motivational elements of an online multi-player educationa...
Abstract. This study explores the effects of prior video-game experience on learner’s motivation in ...
This paper proposes a novel method for measuring learner's self-efficacy, an important indicator of ...
Nowadays, students are spending more and more time doing online entertainment activities rather than...