Digital Education Games (DEGs) have been used to support children's learning in various domains. A number of existing studies on DEGs has focused on whether they could improve children's learning performance. However, only a few of them have attempted to address the critical question of how young children interact with DEGs. Bridging this gap was the main motivation underpinning this research study. With the use of eye-tracking technology, we explored our research goal by evaluating a bespoke DEG on numeracy and its cardboard version that we developed based on the UK Early Years Foundation Stage (EYFS) framework. A between-subject experiment study involving 94 five-year-olds was conducted. The research protocols and instruments were pilot t...
The use of computer games as common vehicles for education, as opposed to pure entertainment, has ga...
To design a digital educational game (DEG) for children aged 7-11, it is necessary to know which gam...
This paper stems from a mixed-methods study in which we scientifically tested 15 computer games to i...
Digital Education Games (DEGs) have been used to support children's learning in various domains. A n...
Assessing game experience on Digital Educational Games (DEGs) can enhance knowledge on users behavio...
The challenge of educational game design is to develop solutions that please as many players as poss...
There has been an increasing interest in the debate on the value and relevance using video games for...
Gaze interaction has become an affordable option in the development of innovative interaction method...
Digital educational games are increasingly being used in instruction. In the technological era, they...
[[abstract]]It's a new trend today how to give young children a happy and effective time in the digi...
This study examines the use of eye tracking sensors as a means to identify children’s behavior in a...
There is no doubt that technology enhanced learning, in general, and game-based learning, in particu...
This study investigated how preschool children processed and understood critical information in Magi...
[[abstract]]This research aimed to use an interactive visual game as a research tool to compare the ...
In the fast-developing digital era, improving young children’s learning abilities by information tec...
The use of computer games as common vehicles for education, as opposed to pure entertainment, has ga...
To design a digital educational game (DEG) for children aged 7-11, it is necessary to know which gam...
This paper stems from a mixed-methods study in which we scientifically tested 15 computer games to i...
Digital Education Games (DEGs) have been used to support children's learning in various domains. A n...
Assessing game experience on Digital Educational Games (DEGs) can enhance knowledge on users behavio...
The challenge of educational game design is to develop solutions that please as many players as poss...
There has been an increasing interest in the debate on the value and relevance using video games for...
Gaze interaction has become an affordable option in the development of innovative interaction method...
Digital educational games are increasingly being used in instruction. In the technological era, they...
[[abstract]]It's a new trend today how to give young children a happy and effective time in the digi...
This study examines the use of eye tracking sensors as a means to identify children’s behavior in a...
There is no doubt that technology enhanced learning, in general, and game-based learning, in particu...
This study investigated how preschool children processed and understood critical information in Magi...
[[abstract]]This research aimed to use an interactive visual game as a research tool to compare the ...
In the fast-developing digital era, improving young children’s learning abilities by information tec...
The use of computer games as common vehicles for education, as opposed to pure entertainment, has ga...
To design a digital educational game (DEG) for children aged 7-11, it is necessary to know which gam...
This paper stems from a mixed-methods study in which we scientifically tested 15 computer games to i...