AbstractThe goal of this study is to contribute to the growing literature on games and learning. We will discuss results from an exploratory study where we asked gamers’ opinions about learning in games. The data was collected as part of a larger survey study on a variety of topics about games (N = 769). Four themes emerged from the data: 1) players learn about and from game mechanics, 2) players learn from game narratives, 3) players learn from each other, and 4) players learn by becoming interest ed in an in-game topic and expand their knowledge by studying outside resources
Teaching about games should be easy. After all, students enjoy engaging with course content and have...
The gaming market has become the fastest growing market for leisure and is one of the most popular f...
It has been argued that there is still much to be understood about the game-play experience, while t...
AbstractThe goal of this study is to contribute to the growing literature on games and learning. We ...
It has been suggested that digital games can be powerful learning environments that encourage active...
The potential of non-educational games in learning is well-established, but there have been relative...
In the last few years, digital games have become increasingly popular with both ‘hardcore’ and ‘casu...
It has been argued that there is a need for more “rigorous research into what players do with games ...
People learn something all their life. However, in the begging, as children they learn through play...
Based on research that studied the challenges and difficulties faced by students taking games studie...
In the past two decades, there has been a steadily increasing interest in the use of games for educa...
This research is based on the following research question: What are the pupils’ thoughts about their...
This research is based on the following research question: What are the pupils’ thoughts about their...
The goal of this study is to examine the notion of video game literacy and gaming capital from both ...
Educational functions of digital games are often seen only in the light of the serious and purposefu...
Teaching about games should be easy. After all, students enjoy engaging with course content and have...
The gaming market has become the fastest growing market for leisure and is one of the most popular f...
It has been argued that there is still much to be understood about the game-play experience, while t...
AbstractThe goal of this study is to contribute to the growing literature on games and learning. We ...
It has been suggested that digital games can be powerful learning environments that encourage active...
The potential of non-educational games in learning is well-established, but there have been relative...
In the last few years, digital games have become increasingly popular with both ‘hardcore’ and ‘casu...
It has been argued that there is a need for more “rigorous research into what players do with games ...
People learn something all their life. However, in the begging, as children they learn through play...
Based on research that studied the challenges and difficulties faced by students taking games studie...
In the past two decades, there has been a steadily increasing interest in the use of games for educa...
This research is based on the following research question: What are the pupils’ thoughts about their...
This research is based on the following research question: What are the pupils’ thoughts about their...
The goal of this study is to examine the notion of video game literacy and gaming capital from both ...
Educational functions of digital games are often seen only in the light of the serious and purposefu...
Teaching about games should be easy. After all, students enjoy engaging with course content and have...
The gaming market has become the fastest growing market for leisure and is one of the most popular f...
It has been argued that there is still much to be understood about the game-play experience, while t...