Learning and playing represent two core aspects of the information and communication society nowadays. Both issues are subsumed in Digital Education Games, one major field of Serious Games. Serious Games combine concepts of gaming with a broad range of application fields: among others, educational sectors and training or health and sports, but also marketing, advertisement, political education, and other societally relevant areas such as climate, energy, and safety. This work focuses on collaborative learning games, which are Digital Educational Games that combine concepts from collaborative learning with game concepts and technology. Although Digital Educational Games represent a promising addition to existing learning and teaching method...
Since the emergence of e-Learning-Learning systems, researchers haveexplored methods to increase the...
International audienceOur research work deals with the development of new learning environments. We ...
Because educational games increasingly find their way into the classroom, we aim at outlining potent...
Learning and playing represent two core aspects of the information and communication society nowaday...
The current study is a theoretical overview which aim is to define collaborative serious games, iden...
‘Games-based techniques and collaborative learning between arts students in higher education’ This...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
International audienceThis new way of learning changes habits, offers new opportunities to use colla...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
The process of learning through Game Based Learning (GBL) presents both positive aspects and challen...
Background. This article investigates the potential of utilizing game mechanics in designing 3-D se...
Collaborative learning environments require carefully crafted designs — both technical and social. T...
How to design effective learning opportunities? Why is learning by experience often more efficient t...
Abstract: Emerging trends such as digitalization, globalization, and the COVID-19 pandemic areforcin...
The process of learning through Game Based Learning (GBL) presents both positive aspects and challen...
Since the emergence of e-Learning-Learning systems, researchers haveexplored methods to increase the...
International audienceOur research work deals with the development of new learning environments. We ...
Because educational games increasingly find their way into the classroom, we aim at outlining potent...
Learning and playing represent two core aspects of the information and communication society nowaday...
The current study is a theoretical overview which aim is to define collaborative serious games, iden...
‘Games-based techniques and collaborative learning between arts students in higher education’ This...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
International audienceThis new way of learning changes habits, offers new opportunities to use colla...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
The process of learning through Game Based Learning (GBL) presents both positive aspects and challen...
Background. This article investigates the potential of utilizing game mechanics in designing 3-D se...
Collaborative learning environments require carefully crafted designs — both technical and social. T...
How to design effective learning opportunities? Why is learning by experience often more efficient t...
Abstract: Emerging trends such as digitalization, globalization, and the COVID-19 pandemic areforcin...
The process of learning through Game Based Learning (GBL) presents both positive aspects and challen...
Since the emergence of e-Learning-Learning systems, researchers haveexplored methods to increase the...
International audienceOur research work deals with the development of new learning environments. We ...
Because educational games increasingly find their way into the classroom, we aim at outlining potent...