This thesis provides an analysis of gaming elements of engagement that influence learning of curriculum-based content, from data gathered through a systematic review, survey research, and a series of classroom observations. It discusses the implications of elements of engagement in games becoming such a critical component of game-based learning (GBL) for the successful delivery of curriculum-based content for classroom and extended learning. The thesis is divided into five chapters: introduction, literature review, pupil survey, case study, and discussion and conclusion. Systematic review data were gathered from a sample of 91 papers that studied GBL in primary education to analyse gaming elements of engagement that influence learning. This...
The workshop will explore how Game-Based Learning (GBL) and gamification can be embedded in the lear...
Over the past few years the application of educational technology in the classroom setting has been ...
The purpose of this thesis was to study the use of games as a medium to teach and to see how they ca...
This thesis provides an analysis of gaming elements of engagement that influence learning of curricu...
The task of integrating games into an educational setting is a demanding one, and integrating games ...
The task of integrating games into an educational setting is a demanding one, and integrating games ...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
Under the new Curriculum for Excellence (CfE), teachers at schools across Scotland are encouraged to...
An exploration by TEEM of the contribution which games can make to the education process.Teachers Ev...
In this review, we investigated game design features that promote engage-ment and learning in game-b...
The book presents a critical evaluation of current approaches related to the use of digital games in...
Helga Dís Ísfold Sigurdardóttir states that we need to take gaming seriously and that gaming should ...
Game-based learning (GBL) has been widely recognised in research, and evidently benefited for learne...
In this paper, we will introduce the Game Enhanced learning Model (GEM), which describes a range of ...
The influence of technology on education is significant and growing. In particular, most students in...
The workshop will explore how Game-Based Learning (GBL) and gamification can be embedded in the lear...
Over the past few years the application of educational technology in the classroom setting has been ...
The purpose of this thesis was to study the use of games as a medium to teach and to see how they ca...
This thesis provides an analysis of gaming elements of engagement that influence learning of curricu...
The task of integrating games into an educational setting is a demanding one, and integrating games ...
The task of integrating games into an educational setting is a demanding one, and integrating games ...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
Under the new Curriculum for Excellence (CfE), teachers at schools across Scotland are encouraged to...
An exploration by TEEM of the contribution which games can make to the education process.Teachers Ev...
In this review, we investigated game design features that promote engage-ment and learning in game-b...
The book presents a critical evaluation of current approaches related to the use of digital games in...
Helga Dís Ísfold Sigurdardóttir states that we need to take gaming seriously and that gaming should ...
Game-based learning (GBL) has been widely recognised in research, and evidently benefited for learne...
In this paper, we will introduce the Game Enhanced learning Model (GEM), which describes a range of ...
The influence of technology on education is significant and growing. In particular, most students in...
The workshop will explore how Game-Based Learning (GBL) and gamification can be embedded in the lear...
Over the past few years the application of educational technology in the classroom setting has been ...
The purpose of this thesis was to study the use of games as a medium to teach and to see how they ca...