Digital games constitute a major emerging technology that is expected to enter mainstream educational use within a few years. The highly engaging and motivating character of such games bears great potential to support immersive, meaningful, and situated learning experiences. To seize this potential, meaningful quality and impact measurements are indispensible. Although there is a growing body of evidence on the efficacy of games for learning, evaluation is often poorly designed, incomplete, biased, if not entirely absent. Well-designed evaluations demonstrating the educational effect as well as the return on investment of serious games may foster broader adoption by educational institutions and training providers, and support the dev...
Evaluation in serious games is an important aspect; it aims to evaluate the good transmission of ped...
The authors present the methodological background to and underlying research design of an ongoing re...
There is a consensus that Serious Games (SGs) have a potential as a tool for education, and the conv...
Digital games constitute a major emerging technology that is expected to enter mainstream education...
Digital games constitute a major emerging technology that is expected to enter mainstream educationa...
Although serious games are proven educational tools in many educational domains, they lack reliable...
Serious games show promise as an effective training method, but such games are complex and few guide...
Serious games have to meet certain characteristics relating to gameplay and educational content to b...
International audienceSerious games are video games or computer games designed for training or educa...
This article describes the background, design, and practical application of the game-based evaluatio...
International audienceRecently, there has been growing interest in the use of Serious Games (SG), as...
Baalsrud Hauge, J., Boyle, E., Mayer, I., Nadolski, R. J., Riedel, J. C. K. H., Moreno-Ger, P., Bell...
The authors define the requirements and a conceptual model for comparative evaluation research of si...
The videogame industry is a considerable market: in 2012, the industry was worth over $86 billion US...
Evaluation in serious games is an important aspect; it aims to evaluate the good transmission of ped...
Evaluation in serious games is an important aspect; it aims to evaluate the good transmission of ped...
The authors present the methodological background to and underlying research design of an ongoing re...
There is a consensus that Serious Games (SGs) have a potential as a tool for education, and the conv...
Digital games constitute a major emerging technology that is expected to enter mainstream education...
Digital games constitute a major emerging technology that is expected to enter mainstream educationa...
Although serious games are proven educational tools in many educational domains, they lack reliable...
Serious games show promise as an effective training method, but such games are complex and few guide...
Serious games have to meet certain characteristics relating to gameplay and educational content to b...
International audienceSerious games are video games or computer games designed for training or educa...
This article describes the background, design, and practical application of the game-based evaluatio...
International audienceRecently, there has been growing interest in the use of Serious Games (SG), as...
Baalsrud Hauge, J., Boyle, E., Mayer, I., Nadolski, R. J., Riedel, J. C. K. H., Moreno-Ger, P., Bell...
The authors define the requirements and a conceptual model for comparative evaluation research of si...
The videogame industry is a considerable market: in 2012, the industry was worth over $86 billion US...
Evaluation in serious games is an important aspect; it aims to evaluate the good transmission of ped...
Evaluation in serious games is an important aspect; it aims to evaluate the good transmission of ped...
The authors present the methodological background to and underlying research design of an ongoing re...
There is a consensus that Serious Games (SGs) have a potential as a tool for education, and the conv...