Educators increasingly view the high level of engagement and experiential learning offered by games as a means to promote learning. However, as with any designed learning experience, player experiences should provide an accurate representation of content to be learned. In this study, the authors investigated the DIFFUSION SIMULATION GAME (DSG) to assess the consistency of strategies effective in the game with those implied to be effective by the diffusion of innovations theory on which the game is based. They analyzed records from 2,361 completed game sessions of the DSG and compared successful and unsuccessful strategies. They further compared successful gameplay strategies with strategies suggested by the diffusion of innovations theory. ...
The use of games in educational contexts is well documented in GBL research. Nevertheless, effective...
In recent years, a growing number of studies are being conducted into the effectiveness of digital g...
Simulation games continue to be widely used in marketing education and are also one of the most rese...
This study examines the effect on learning of repeated plays of the simuiation game "Trade and ...
Researchers question how and what students learn from commercial digital games. Using a concurrent m...
Purpose: The article presents the essence, characteristics and types of simulation decision games, a...
Although serious games are proven to serve as educational tools in many educational domains, there i...
The aim of this research is, first, to determine the validity of a simulation game as a method of te...
What do students really learn as they play videogames for learning? Are they learning the content pr...
Researchers have shown in multiple studies that simulations and games can be effective and powerful ...
In this paper, we present a design case describing the creation of a new online version of the Diffu...
International audienceSerious games have been developed in recent years as an essential tool for the...
The present study is a variation of an earlier study by Green and Faria (1995) that examined the con...
International audienceDigital educational games have evolved in recent years due to the need to supp...
In recent years, a growing number of studies is being conducted into the effectiveness of digital ga...
The use of games in educational contexts is well documented in GBL research. Nevertheless, effective...
In recent years, a growing number of studies are being conducted into the effectiveness of digital g...
Simulation games continue to be widely used in marketing education and are also one of the most rese...
This study examines the effect on learning of repeated plays of the simuiation game "Trade and ...
Researchers question how and what students learn from commercial digital games. Using a concurrent m...
Purpose: The article presents the essence, characteristics and types of simulation decision games, a...
Although serious games are proven to serve as educational tools in many educational domains, there i...
The aim of this research is, first, to determine the validity of a simulation game as a method of te...
What do students really learn as they play videogames for learning? Are they learning the content pr...
Researchers have shown in multiple studies that simulations and games can be effective and powerful ...
In this paper, we present a design case describing the creation of a new online version of the Diffu...
International audienceSerious games have been developed in recent years as an essential tool for the...
The present study is a variation of an earlier study by Green and Faria (1995) that examined the con...
International audienceDigital educational games have evolved in recent years due to the need to supp...
In recent years, a growing number of studies is being conducted into the effectiveness of digital ga...
The use of games in educational contexts is well documented in GBL research. Nevertheless, effective...
In recent years, a growing number of studies are being conducted into the effectiveness of digital g...
Simulation games continue to be widely used in marketing education and are also one of the most rese...