Gamification is increasingly used in the education context due to its engaging and motivating features that could enhance the learning/teaching process (Dichev, Dicheva, Angelova, & Agre, 2014; Dicheva, Dichev, Agre, & Angelova, 2015; van Roy & Zaman, 2017). While there is rich and growing work on game-like applications across fields, there is little multidisciplinary dialogue between pupils, researchers, and game designers about how to design them for more effective mobile educational games. To be able to make the learning experiences more engaging, different methodologies have been used to provide designers with input from their target. Although it is broadly accepted that end users should be consulted when designing information and commu...
The use of gamification principles can be valuable to motivate students and enhance their learning e...
This research presents an approach to engage the children with a learning mobile application. The in...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
Over the years, the technology integration has been increasingly evident in the higher education ins...
The purpose of this thesis was to study the use of games as a medium to teach and to see how they ca...
Schools have adopted digital technologies as a strategy for learning and teaching activities because...
Schools have adopted digital technologies as a strategy for learning and teaching activities because...
International audiencePlaying is one of the most important activities of children. It constitutes a ...
<div> <div> <div> <div> <p>Over the years, the technology integration has been increasingly evident ...
This paper presents and discusses the first iteration of a design-based research experiment focusing...
Recent research shows that gamification is a valuable tool to improve students’ learning effectivene...
In this modern age, more children are becoming frequent smartphone users. This research presents an ...
Recent research shows that gamification is a valuable tool to improve students’ learning effectivene...
Out of the project EMuRgency a game-based learning environment evolved, which trains school children...
Out of the project EMuRgency a game-based learning environment evolved, which trains school children...
The use of gamification principles can be valuable to motivate students and enhance their learning e...
This research presents an approach to engage the children with a learning mobile application. The in...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
Over the years, the technology integration has been increasingly evident in the higher education ins...
The purpose of this thesis was to study the use of games as a medium to teach and to see how they ca...
Schools have adopted digital technologies as a strategy for learning and teaching activities because...
Schools have adopted digital technologies as a strategy for learning and teaching activities because...
International audiencePlaying is one of the most important activities of children. It constitutes a ...
<div> <div> <div> <div> <p>Over the years, the technology integration has been increasingly evident ...
This paper presents and discusses the first iteration of a design-based research experiment focusing...
Recent research shows that gamification is a valuable tool to improve students’ learning effectivene...
In this modern age, more children are becoming frequent smartphone users. This research presents an ...
Recent research shows that gamification is a valuable tool to improve students’ learning effectivene...
Out of the project EMuRgency a game-based learning environment evolved, which trains school children...
Out of the project EMuRgency a game-based learning environment evolved, which trains school children...
The use of gamification principles can be valuable to motivate students and enhance their learning e...
This research presents an approach to engage the children with a learning mobile application. The in...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...