Earlier research has shown that combining education with entertainment can improve students motivation in school. With this study we aim to learn more about interactive digital learning resources and how they should be designed to entertain and thereby contribute to motivation. We have identified aspects of educational games that also could be considered when developing interactive digital learning resources, to make them more entertaining and motivating. We have chosen to study and evaluate an interactive digital learning resource called “Grasp the Disaster”, a fictional online adventure created for students in the ages between 13-15. By studying the guidelines for educational games and then customize them for interactive digital learning ...
In this master thesis the concept Mænage School was created based upon theories about serious games,...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
This qualitative study aims to evaluate digital games as a learning tool, by reviewing the experienc...
The purpose of incorporating digital educational games in educational settings is to engage the stud...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
Society today is characterized by the transforming effect IT has had, the majority of the activities...
With the advent of digital games and its rapid evolution, it is almost impossible for a lot of peopl...
In addition to entertainment, games have been recognized as enhancers of cognition and associated wi...
The tight connection which occurs between entertainment and education has originated what is defined...
The aim of this literature review is to investigate and highlight the findings of previous research ...
The development of technology has a lot of influence in the field of education, one of which is in t...
Schools in general have been digitized to a large extent and the inclusion of digital tools is becom...
The use of computer games as learning objects is currently being used as an alternative way to addre...
At the apex of the human kind and our ability to strengthen our own resources lies our ability to ed...
The utilization of digital educational infrastructure in schools has propelled digital educational g...
In this master thesis the concept Mænage School was created based upon theories about serious games,...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
This qualitative study aims to evaluate digital games as a learning tool, by reviewing the experienc...
The purpose of incorporating digital educational games in educational settings is to engage the stud...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
Society today is characterized by the transforming effect IT has had, the majority of the activities...
With the advent of digital games and its rapid evolution, it is almost impossible for a lot of peopl...
In addition to entertainment, games have been recognized as enhancers of cognition and associated wi...
The tight connection which occurs between entertainment and education has originated what is defined...
The aim of this literature review is to investigate and highlight the findings of previous research ...
The development of technology has a lot of influence in the field of education, one of which is in t...
Schools in general have been digitized to a large extent and the inclusion of digital tools is becom...
The use of computer games as learning objects is currently being used as an alternative way to addre...
At the apex of the human kind and our ability to strengthen our own resources lies our ability to ed...
The utilization of digital educational infrastructure in schools has propelled digital educational g...
In this master thesis the concept Mænage School was created based upon theories about serious games,...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
This qualitative study aims to evaluate digital games as a learning tool, by reviewing the experienc...