Serious games are generally considered to induce positive effects in the areas of learning motivation and learning gains. Yet few studies have examined how these factors are related. Therefore, an empirical study was conducted to test the relationship between anticipated enjoyment and willingness to play, as well as between game enjoyment, self‐reported cognitive and motivational learning gains and test results. In an explorative study, 74 children from five primary schools played the learning game AWWWARE. The results of pre‐ and post‐tests were analysed using multiple linear regressions. The analysis showed that anticipated enjoyment played only a minor part in students' willingness to learn with serious games. Of greater importance was t...
AbstractThis work lies in the educational opportunities of a learning tool: the serious game. The se...
There is considerable interest in leveraging video games to support students’ motivation. This invol...
There is accumulating evidence that engagement with digital math games can improve students’ learnin...
Serious games are generally considered to induce positive effects in the areas of learning motivatio...
Background and Aim. Serious games are generally considered to have positive effects on many aspects ...
This article is interested in the integration of serious games in the classroom. Serious Games are c...
Computer games are well established forms of entertainment which have been shown to promote t...
It is assumed that serious games influences learning in 2 ways, by changing cognitive processes and ...
There is accumulating evidence that engagement with digital math games can improve students' learnin...
This article explores how the serious game Poverty Is Not a Game (PING) is experienced by high schoo...
Computer games are well-established forms of entertainment which have been shown to promote the deve...
Educational functions of digital games are often seen only in the light of the serious and purposefu...
Although serious games are more and more used for learning goals, high-quality empirical studies to ...
Despite scant empirical substantiation, serious games are in widespread use. The authors review 28 s...
Serious gaming is one of the newest developments in the world of learning and is recently gaining in...
AbstractThis work lies in the educational opportunities of a learning tool: the serious game. The se...
There is considerable interest in leveraging video games to support students’ motivation. This invol...
There is accumulating evidence that engagement with digital math games can improve students’ learnin...
Serious games are generally considered to induce positive effects in the areas of learning motivatio...
Background and Aim. Serious games are generally considered to have positive effects on many aspects ...
This article is interested in the integration of serious games in the classroom. Serious Games are c...
Computer games are well established forms of entertainment which have been shown to promote t...
It is assumed that serious games influences learning in 2 ways, by changing cognitive processes and ...
There is accumulating evidence that engagement with digital math games can improve students' learnin...
This article explores how the serious game Poverty Is Not a Game (PING) is experienced by high schoo...
Computer games are well-established forms of entertainment which have been shown to promote the deve...
Educational functions of digital games are often seen only in the light of the serious and purposefu...
Although serious games are more and more used for learning goals, high-quality empirical studies to ...
Despite scant empirical substantiation, serious games are in widespread use. The authors review 28 s...
Serious gaming is one of the newest developments in the world of learning and is recently gaining in...
AbstractThis work lies in the educational opportunities of a learning tool: the serious game. The se...
There is considerable interest in leveraging video games to support students’ motivation. This invol...
There is accumulating evidence that engagement with digital math games can improve students’ learnin...