This article describes the theory-informed design of the ‘Elena goes shopping’ mobile game and reports on the evaluation of its effectiveness through a design research approach. The game aimed to foster young children’s (aged 4-8) interest in a neighboring (geographically proximate) language and to familiarize them with its sounds, pronunciation and vocabulary. Additionally, it strived to involve adults in young children’s language learning activities. To achieve these objectives, the game connects playful learning activities to an accessible, familiar real-world setting (supermarket). The game was developed and evaluated through three iterative design research cycles. First, interdisciplinary experts (n=8) evaluated the game by means of a ...
This study aims to look at the impact of games on second language learning. It will focus on the ped...
As ownership of mobile devices increases, the trend in the use of information and communications tec...
The advances in technologies offer an effective platform for educational activities. For example, ga...
This article describes the theory-informed design of the ‘Elena goes shopping’ mobile game and repor...
This article describes the theory-informed design of the “ELENA goes shopping” mobile game and repor...
In the last decade, a huge number of studies on game-based learning have revolutionized education an...
The goal of this article is to provide insight into the design, development and evaluation of a game...
Background: Enjoyment plays a key role in the success and feasibility of serious gaming intervention...
Recently, game-based learning and mobile learning have become increasingly important for their signi...
Melek, Ceren Gülra (Arel Author)The purpose of this study was to measure the effect of a serious gam...
Abstract - The goal of this article is to provide insight into the design, development and evaluatio...
The purpose of this project is to design a game which will help narrow the divide in child developme...
Within the ELENA mobile game pilots we explored the functionality that a mobile phone offers to fam...
Learning opportunities offered by digital games have become an important research topic in recent ye...
Abstract—In this research we produced a mobile language learning game that is designed within a tech...
This study aims to look at the impact of games on second language learning. It will focus on the ped...
As ownership of mobile devices increases, the trend in the use of information and communications tec...
The advances in technologies offer an effective platform for educational activities. For example, ga...
This article describes the theory-informed design of the ‘Elena goes shopping’ mobile game and repor...
This article describes the theory-informed design of the “ELENA goes shopping” mobile game and repor...
In the last decade, a huge number of studies on game-based learning have revolutionized education an...
The goal of this article is to provide insight into the design, development and evaluation of a game...
Background: Enjoyment plays a key role in the success and feasibility of serious gaming intervention...
Recently, game-based learning and mobile learning have become increasingly important for their signi...
Melek, Ceren Gülra (Arel Author)The purpose of this study was to measure the effect of a serious gam...
Abstract - The goal of this article is to provide insight into the design, development and evaluatio...
The purpose of this project is to design a game which will help narrow the divide in child developme...
Within the ELENA mobile game pilots we explored the functionality that a mobile phone offers to fam...
Learning opportunities offered by digital games have become an important research topic in recent ye...
Abstract—In this research we produced a mobile language learning game that is designed within a tech...
This study aims to look at the impact of games on second language learning. It will focus on the ped...
As ownership of mobile devices increases, the trend in the use of information and communications tec...
The advances in technologies offer an effective platform for educational activities. For example, ga...