Game-Based Learning (GBL) represents a promising methodology to motivate and engage students in their learning process. By using games or video games, GBL facilitates active learning and promotes high levels of student interactivity during the learning process. Despite the increasing interest in GBL in an educational context there is a scarcity of bibliometric studies analyzing how this interest translates into the academic literature. This study aims to address this research gap running a bibliometric analysis on a sample of articles published during the last five years (2010-2014) on GBL and two related constructs: Serious Games, and Gamification. By analyzing a five year sample (2010-2014) of articles on the topic published in top Educat...
This thesis provides an analysis of gaming elements of engagement that influence learning of curricu...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
Games are a part of the learning media that can capture a child's interest, making the teaching and ...
The use of games in education represents a promising tool to motivate and engage students in their l...
Game-based Learning (GBL) is an emerging technology planned for implementation in the next three yea...
Elementary school learning that is integrated with games can increase student motivation in learning...
Elementary school learning that is integrated with games can increase student motivation in learning...
This paper is a quantitative literary review about serious games (SGs). It investigates two main que...
This paper is a quantitative literary review about serious games (SGs). It investigates two main que...
This paper is a quantitative literary review about serious games (SGs). It investigates two main que...
This is the author accepted manuscript. The final version is available from Elsevier via the DOI in ...
Game based learning is receiving increased attention, including from the New Media Corporation’s Con...
Games-based learning is an innovative pedagogical strategy employed at all levels of education, and ...
The use of games in educational contexts is well documented in GBL research. Nevertheless, effective...
This thesis provides an analysis of gaming elements of engagement that influence learning of curricu...
This thesis provides an analysis of gaming elements of engagement that influence learning of curricu...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
Games are a part of the learning media that can capture a child's interest, making the teaching and ...
The use of games in education represents a promising tool to motivate and engage students in their l...
Game-based Learning (GBL) is an emerging technology planned for implementation in the next three yea...
Elementary school learning that is integrated with games can increase student motivation in learning...
Elementary school learning that is integrated with games can increase student motivation in learning...
This paper is a quantitative literary review about serious games (SGs). It investigates two main que...
This paper is a quantitative literary review about serious games (SGs). It investigates two main que...
This paper is a quantitative literary review about serious games (SGs). It investigates two main que...
This is the author accepted manuscript. The final version is available from Elsevier via the DOI in ...
Game based learning is receiving increased attention, including from the New Media Corporation’s Con...
Games-based learning is an innovative pedagogical strategy employed at all levels of education, and ...
The use of games in educational contexts is well documented in GBL research. Nevertheless, effective...
This thesis provides an analysis of gaming elements of engagement that influence learning of curricu...
This thesis provides an analysis of gaming elements of engagement that influence learning of curricu...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
Games are a part of the learning media that can capture a child's interest, making the teaching and ...