International audienceAlthough many studies have investigated the effects of digital game-based learning (DGBL) on learning and motivation, its benefits have never been systematically demonstrated. In our first experiment, we sought to identify the conditions under which DGBL is most effective, by analyzing the effects of two different types of instructions (learning instruction vs. entertainment instruction). Results showed that the learning instruction elicited deeper learning than the entertainment one, without impacting negatively on motivation. In our second experiment, we showed that if learners are given regular feedback about their performance, the entertainment instruction results in deep learning. These two experiments demonstrate...
Although most agree that games can be engaging and that games can be instructive, there is little co...
This thesis is concerned with how the coveted user-engagement of digital games can be usefully harne...
Digital Game-Based Learning (DGBL) is becoming increasingly prevalent. Its participant-players are i...
International audienceAlthough many studies have investigated the effects of digital game-based lear...
Studies have shown that digital game-based learning (DGBL) can stimulate learners and increase motiv...
Despite efforts for defining best practices for assessing Digital Game-Based Learning (DGBL) effecti...
[[abstract]]This study developed an educational online game, Super Delivery, targeting knowledge abo...
The present study aims at defining effectiveness of digital game-based learning (DGBL) in the contex...
Digital game-based learning (DGBL) has been perceived as an engaging teaching approach to foster stu...
Digital game-based learning (DGBL) and Gamification are emerging methodological strategies in educat...
Melek, Ceren Gülra (Arel Author)The purpose of this study is to investigate the effects of digital g...
International audienceFew studies have investigated the effects of the instructions provided in educ...
The term serious games became popularized in 2002 as a result of an initiative to promote the use ...
Game-based learning (GBL) is claimed to contribute to motivation and learning in a variety of conten...
The utilization of digital educational infrastructure in schools has propelled digital educational g...
Although most agree that games can be engaging and that games can be instructive, there is little co...
This thesis is concerned with how the coveted user-engagement of digital games can be usefully harne...
Digital Game-Based Learning (DGBL) is becoming increasingly prevalent. Its participant-players are i...
International audienceAlthough many studies have investigated the effects of digital game-based lear...
Studies have shown that digital game-based learning (DGBL) can stimulate learners and increase motiv...
Despite efforts for defining best practices for assessing Digital Game-Based Learning (DGBL) effecti...
[[abstract]]This study developed an educational online game, Super Delivery, targeting knowledge abo...
The present study aims at defining effectiveness of digital game-based learning (DGBL) in the contex...
Digital game-based learning (DGBL) has been perceived as an engaging teaching approach to foster stu...
Digital game-based learning (DGBL) and Gamification are emerging methodological strategies in educat...
Melek, Ceren Gülra (Arel Author)The purpose of this study is to investigate the effects of digital g...
International audienceFew studies have investigated the effects of the instructions provided in educ...
The term serious games became popularized in 2002 as a result of an initiative to promote the use ...
Game-based learning (GBL) is claimed to contribute to motivation and learning in a variety of conten...
The utilization of digital educational infrastructure in schools has propelled digital educational g...
Although most agree that games can be engaging and that games can be instructive, there is little co...
This thesis is concerned with how the coveted user-engagement of digital games can be usefully harne...
Digital Game-Based Learning (DGBL) is becoming increasingly prevalent. Its participant-players are i...