Employing game as an educational tool facilitates teaching and learning in universities because games are engaging, immersive and provide the ability of simulating the real world for learners. This study conducts a systematic literature review on the previous research on the use of educational serious games for Information Technology (IT) subjects in universities to give us a better understanding of how games can influence learning performance. We searched a comprehensive set of keywords on several academic databases and found an initial set of 3437studies. Next, we excluded them on the basis of their title, abstract and full text, and eventually came up with 21 relevant studies. This paper provides some demographic analysis on the papers f...
MSc (Computer Science)--North-West University, Vaal Triangle Campus, 2015Serious games have the pote...
In last twenty years, interest in Serious Games has continuously raised, especially thanks to the te...
Computer gaming is a global phenomenon and there has been rapid growth in 'serious' games for learni...
Serious games (SG) and Game-Based Learning (GBL) have frequently used for teaching purpose in differ...
This literature review examines the use of digital games also known as serious games in a school set...
Abstract The focus of higher education institutions is the preparation of future professionals. To a...
The adoption of gaming within education on a global basis is receiving widespread attention as this ...
This paper presents a serious game that covers the teaching of some basic concepts of computer netwo...
Game-based Learning (GBL) is an emerging technology planned for implementation in the next three yea...
This project, as the name suggests, is a comprehensive study of the entire process of design and dev...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
Computer and video games are a channel of evolution and productivity that is most consumed keeping t...
Nowadays formal education systems are under increasing pressure to respond and adapt to rapid techno...
Nowadays formal education systems are under increasing pressure to respond and adapt to rapid techno...
The rapid development of information technology affects numerous aspects of human life, including ed...
MSc (Computer Science)--North-West University, Vaal Triangle Campus, 2015Serious games have the pote...
In last twenty years, interest in Serious Games has continuously raised, especially thanks to the te...
Computer gaming is a global phenomenon and there has been rapid growth in 'serious' games for learni...
Serious games (SG) and Game-Based Learning (GBL) have frequently used for teaching purpose in differ...
This literature review examines the use of digital games also known as serious games in a school set...
Abstract The focus of higher education institutions is the preparation of future professionals. To a...
The adoption of gaming within education on a global basis is receiving widespread attention as this ...
This paper presents a serious game that covers the teaching of some basic concepts of computer netwo...
Game-based Learning (GBL) is an emerging technology planned for implementation in the next three yea...
This project, as the name suggests, is a comprehensive study of the entire process of design and dev...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
Computer and video games are a channel of evolution and productivity that is most consumed keeping t...
Nowadays formal education systems are under increasing pressure to respond and adapt to rapid techno...
Nowadays formal education systems are under increasing pressure to respond and adapt to rapid techno...
The rapid development of information technology affects numerous aspects of human life, including ed...
MSc (Computer Science)--North-West University, Vaal Triangle Campus, 2015Serious games have the pote...
In last twenty years, interest in Serious Games has continuously raised, especially thanks to the te...
Computer gaming is a global phenomenon and there has been rapid growth in 'serious' games for learni...