The aim of the thesis is to decide, which out of two game design elements is more motivating for students in learning. The game design elements that will be investigated are reward for correct answer and penalty for incorrect answer. Method of the research is a laboratory experiment, which was conducted with two experimental groups. Each group played different version of educational board game Black Box. Both game versions were identical with only difference in one examining game design element. Data were collected through educational Pre-tests and Post-test created from content of Black Box game, and questionnaires Flow and PANAS. In the conclusion of the thesis the results are evaluated and put into context already existing knowledge abou...
Game-based learning has been a strong emerging trend in the 21st century but several research studie...
With the use of educational games in traditional classrooms becoming increasingly common as a tool t...
There is a sizable and consistent literature theorizing how to design games to be educationally effe...
With the development of media technology and game evolution, games are endowed with multiple purpose...
In this chapter, the authors present a study conducted among university students with the purpose of...
The study of how aesthetic qualities of games affect student learning and motivational outcomes is a...
Educational video games can provide an effective learning experience if designers ensure that the ga...
The purpose of this thesis was to study the use of games as a medium to teach and to see how they ca...
Game-based learning (GBL) is claimed to contribute to motivation and learning in a variety of conten...
Educational games are considered interactive activities that should be just as motivating and engagi...
When developing learning games, emphasis should not only be put on a good integration of the learnin...
Abstract: This study aims to investigate relationships between educational game design dynamics of p...
In the past two decades, there has been a steadily increasing interest in the use of games for educa...
The purpose of this case study is to examine how educational games implemented in an xMOOC affect ed...
Continuous advances in technology are causing a generation gap between students and teachers to incr...
Game-based learning has been a strong emerging trend in the 21st century but several research studie...
With the use of educational games in traditional classrooms becoming increasingly common as a tool t...
There is a sizable and consistent literature theorizing how to design games to be educationally effe...
With the development of media technology and game evolution, games are endowed with multiple purpose...
In this chapter, the authors present a study conducted among university students with the purpose of...
The study of how aesthetic qualities of games affect student learning and motivational outcomes is a...
Educational video games can provide an effective learning experience if designers ensure that the ga...
The purpose of this thesis was to study the use of games as a medium to teach and to see how they ca...
Game-based learning (GBL) is claimed to contribute to motivation and learning in a variety of conten...
Educational games are considered interactive activities that should be just as motivating and engagi...
When developing learning games, emphasis should not only be put on a good integration of the learnin...
Abstract: This study aims to investigate relationships between educational game design dynamics of p...
In the past two decades, there has been a steadily increasing interest in the use of games for educa...
The purpose of this case study is to examine how educational games implemented in an xMOOC affect ed...
Continuous advances in technology are causing a generation gap between students and teachers to incr...
Game-based learning has been a strong emerging trend in the 21st century but several research studie...
With the use of educational games in traditional classrooms becoming increasingly common as a tool t...
There is a sizable and consistent literature theorizing how to design games to be educationally effe...