With our ever-changing technological world, schools need to incorporate more engaging learning activities that expose and extend students\u27 learning with technologies. This literature review investigated the effects of serious gaming activities on student achievement. Thirty peer-reviewed journals were selected, analyzed, and evaluated. These studies were conducted about a variety of subject areas in the elementary setting in different areas around the world. Research evidence suggested that serious gaming, whose primary goal is not entertainment but instead to educate the user, can improve student achievement, meet their different learning styles, and enhance student motivation across curricular areas and regions. Recommendations for ado...
Although serious games are more and more used for learning goals, high-quality empirical studies to ...
This paper describes some of the tensions around serious games in education by considering how serio...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
With our ever-changing technological world, schools need to incorporate more engaging learning activ...
This literature review examines the use of digital games also known as serious games in a school set...
This review addresses the potential of serious video games and the benefits that serious video games...
Do video games show demonstrable relationships to academic achievement gains when used to support th...
This article is interested in the integration of serious games in the classroom. Serious Games are c...
International audienceThe concept of Serious Gaming refers to the adoption of classical entertainmen...
The concept of Serious Gaming refers to the adoption of classical entertainment games for purposes o...
It seems necessary to review the literature to explore the effectiveness of serious games in educati...
International audienceEntertainment video games are very popular among young audiences. Nevertheless...
Employing game as an educational tool facilitates teaching and learning in universities because game...
There is considerable interest in leveraging video games to support students’ motivation. This invol...
Serious Games (SGs) indicate positive effects on Preschool and Primary school students and promote a...
Although serious games are more and more used for learning goals, high-quality empirical studies to ...
This paper describes some of the tensions around serious games in education by considering how serio...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
With our ever-changing technological world, schools need to incorporate more engaging learning activ...
This literature review examines the use of digital games also known as serious games in a school set...
This review addresses the potential of serious video games and the benefits that serious video games...
Do video games show demonstrable relationships to academic achievement gains when used to support th...
This article is interested in the integration of serious games in the classroom. Serious Games are c...
International audienceThe concept of Serious Gaming refers to the adoption of classical entertainmen...
The concept of Serious Gaming refers to the adoption of classical entertainment games for purposes o...
It seems necessary to review the literature to explore the effectiveness of serious games in educati...
International audienceEntertainment video games are very popular among young audiences. Nevertheless...
Employing game as an educational tool facilitates teaching and learning in universities because game...
There is considerable interest in leveraging video games to support students’ motivation. This invol...
Serious Games (SGs) indicate positive effects on Preschool and Primary school students and promote a...
Although serious games are more and more used for learning goals, high-quality empirical studies to ...
This paper describes some of the tensions around serious games in education by considering how serio...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...