Integrating user-generated content into digital games helps to increase re-usability and to decrease development effort. In terms of learning games, the content creation can be extended to the learning parts of the game as well, e.g., allowing teachers to create custom games for their students. In this work, we propose a method of how to create learning games with arbitrary user-generated learning content. This includes not only different topics of learning content, but also different types of knowledge acquisition. To do this we combine a static game scenario with lightweight HTML5-based mini games. Learning content can be conveniently added through a web-based authoring tool that does not require any programming or game design knowledge. ...
Currently there is a growing demand for educational games and a consequent investment in this area. ...
Video games, generally thought of as a playful pastime, can also be used as educational tools to bri...
A growing trend in educational settings is the usage of instructional games. The literature has exte...
Integrating user-generated content into digital games helps to increase re-usability and to decrease...
Abstract. Serious games as learning medium have advanced in the past few years. They have been appli...
Besides the pure application of serious games as tools for knowledge transfer, a further trend has b...
International audienceWhen we talk about video game, we observe that people who modified it are thos...
When creating digital game-based applications in educational contexts, a key aspect is how to combin...
A prevailing goal of digital game-based learning is to support education with serious games. Yet ser...
This thesis describes the study Sneak Teaching Bridge, which addresses the curiosity for games that ...
Games engage us, capturing our attention and are part of modern culture. Nearly all children play vi...
With video games being a huge market, attracting and engaging millions of players, it is tempting to...
With the advent of social media it is widely accepted that teachers and learners are not only consum...
Since the emergence of e-Learning-Learning systems, researchers haveexplored methods to increase the...
Game-based learning is one efficient pedagogical concept that uses game principles to incite learner...
Currently there is a growing demand for educational games and a consequent investment in this area. ...
Video games, generally thought of as a playful pastime, can also be used as educational tools to bri...
A growing trend in educational settings is the usage of instructional games. The literature has exte...
Integrating user-generated content into digital games helps to increase re-usability and to decrease...
Abstract. Serious games as learning medium have advanced in the past few years. They have been appli...
Besides the pure application of serious games as tools for knowledge transfer, a further trend has b...
International audienceWhen we talk about video game, we observe that people who modified it are thos...
When creating digital game-based applications in educational contexts, a key aspect is how to combin...
A prevailing goal of digital game-based learning is to support education with serious games. Yet ser...
This thesis describes the study Sneak Teaching Bridge, which addresses the curiosity for games that ...
Games engage us, capturing our attention and are part of modern culture. Nearly all children play vi...
With video games being a huge market, attracting and engaging millions of players, it is tempting to...
With the advent of social media it is widely accepted that teachers and learners are not only consum...
Since the emergence of e-Learning-Learning systems, researchers haveexplored methods to increase the...
Game-based learning is one efficient pedagogical concept that uses game principles to incite learner...
Currently there is a growing demand for educational games and a consequent investment in this area. ...
Video games, generally thought of as a playful pastime, can also be used as educational tools to bri...
A growing trend in educational settings is the usage of instructional games. The literature has exte...