It is a common misconception that game-based learning is, by its very nature, engaging for the majority of learners. This is not necessarily the case, particularly for learners in Higher Education who may need to be persuaded of the value of learning games. For some learners, games may simply not be perceived as engaging–either in terms of an initial motivation to play or sustained participation. This paper describes the Alternate Reality Games for Orientation, Socialisation and Induction (ARGOSI) project, which experienced unexpectedly low motivation and participation. Despite extensive marketing, only a small fraction of potential students participated in the game and of those a far smaller number were highly engaged. Evidence from the pr...
The potential of non-educational games in learning is well-established, but there have been relative...
Effective educational interventions require sufficient learner engagement, which can be difficult to...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
Alternate Reality Games are being used increasingly in Higher Education as a way of providing a stim...
Induction is a key factor in helping students acclimatise to Higher Education and in ensuring retent...
Alternate Reality Games (ARGs) are being used increasingly in Higher Education to provide a stimula...
This paper explores the role of games in learning. Beginning with some carefully selected definition...
There is considerable interest in leveraging video games to support students’ motivation. This invol...
Alternate reality games (ARGs) are a relatively new form of collaborative game that make use of both...
Gamification incorporates game-elements in non-gaming situations to enhance student engagement and d...
Because educational games increasingly find their way into the classroom, we aim at outlining potent...
One of the benefits of computer game–based learning is the ability of certain types of game to engag...
Game-based learning has been a rapidly expanding field in the 21th century, with research reports pr...
Running from September 2008 to March 2009, the JISC-funded ARGOSI project used an Alternate Reality ...
Recently, a novel method of instruction—the use of educational games—has gained traction, particular...
The potential of non-educational games in learning is well-established, but there have been relative...
Effective educational interventions require sufficient learner engagement, which can be difficult to...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
Alternate Reality Games are being used increasingly in Higher Education as a way of providing a stim...
Induction is a key factor in helping students acclimatise to Higher Education and in ensuring retent...
Alternate Reality Games (ARGs) are being used increasingly in Higher Education to provide a stimula...
This paper explores the role of games in learning. Beginning with some carefully selected definition...
There is considerable interest in leveraging video games to support students’ motivation. This invol...
Alternate reality games (ARGs) are a relatively new form of collaborative game that make use of both...
Gamification incorporates game-elements in non-gaming situations to enhance student engagement and d...
Because educational games increasingly find their way into the classroom, we aim at outlining potent...
One of the benefits of computer game–based learning is the ability of certain types of game to engag...
Game-based learning has been a rapidly expanding field in the 21th century, with research reports pr...
Running from September 2008 to March 2009, the JISC-funded ARGOSI project used an Alternate Reality ...
Recently, a novel method of instruction—the use of educational games—has gained traction, particular...
The potential of non-educational games in learning is well-established, but there have been relative...
Effective educational interventions require sufficient learner engagement, which can be difficult to...
Games are increasingly becoming common in learning environments, and to match the requirements of d...