The relationships between fun and learning are far from clear. Some argue that the two are mutually exclusive, while playful practitioners draw attention to links with motivation, exploration and creativity. This is an important issue in the context of games-based learning – should fun be emphasised, or should it be set aside in favour of other elements? In order to explore the relationships between learning and fun, it is first necessary to understand the meanings of ‘fun’, a term that previous studies have shown is interpreted in several distinct ways. In this paper, we explore a new approach to researching fun and learning, the Consensus Workshop. This method was used to address two research questions: ‘What elements of fun do a group of...
The videogame industry has grown rapidly in the last years to lead the entertainment industry. In ...
A rapidly accumulating body of literature points to fun as an important factor in the physical activ...
Does play belong to the learning situation? What kind of sociability is promoted when gamifying educ...
Within the Child-Computer Interaction community fun and learning have been a prominent, recurring th...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...
Games are not just for extracurricular activities with your friends. Games can be used effectively a...
Over the past decade, there has been an increased use of playful approaches to teaching and learning...
Perhaps educators shy away from serious consideration of “fun ” because the term is typically associ...
This paper will offer a position on the place of fun within education and learning. It will place fu...
Digital games provide rich environments where players can experiment choice, expression, creativity,...
This paper describes textual, social and design dimensions of artefacts for play and learning by giv...
ii Fun is one of the most ubiquitous human experiences. It would be hard to find someone who would s...
Over the past decade, there has been an increased use of playful approaches to teaching and learning...
Creativity and game-based learning have long been under heated discussions and studies. In order to ...
Games-based learning has the potential to improve engagement and skill development. This research ex...
The videogame industry has grown rapidly in the last years to lead the entertainment industry. In ...
A rapidly accumulating body of literature points to fun as an important factor in the physical activ...
Does play belong to the learning situation? What kind of sociability is promoted when gamifying educ...
Within the Child-Computer Interaction community fun and learning have been a prominent, recurring th...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...
Games are not just for extracurricular activities with your friends. Games can be used effectively a...
Over the past decade, there has been an increased use of playful approaches to teaching and learning...
Perhaps educators shy away from serious consideration of “fun ” because the term is typically associ...
This paper will offer a position on the place of fun within education and learning. It will place fu...
Digital games provide rich environments where players can experiment choice, expression, creativity,...
This paper describes textual, social and design dimensions of artefacts for play and learning by giv...
ii Fun is one of the most ubiquitous human experiences. It would be hard to find someone who would s...
Over the past decade, there has been an increased use of playful approaches to teaching and learning...
Creativity and game-based learning have long been under heated discussions and studies. In order to ...
Games-based learning has the potential to improve engagement and skill development. This research ex...
The videogame industry has grown rapidly in the last years to lead the entertainment industry. In ...
A rapidly accumulating body of literature points to fun as an important factor in the physical activ...
Does play belong to the learning situation? What kind of sociability is promoted when gamifying educ...