Early scholars in the field of game studies praised digital games for their potential to impact teaching and learning processes; however, this one-size-fits all approach to games in education may not effectively improve learning for all types of students. Their interests, beliefs, goals, needs, and knowledge (which can be called student-centered factors) may play a role in their ability to learn from a game-based training. The goal of this dissertation is to examine the conditions in which learners are more likely to benefit from a digital training game. Rather than manipulating the features of a game to examine the impact on students, the current study examines the students themselves. To examine the degree that pre-existing student-ce...
In addition to entertainment, games have been recognized as enhancers of cognition and associated wi...
The purpose of this study was to identify motivational elements of an online multi-player educationa...
Fields within education and training have been exploring the use of educational computer-based games...
Game-based learning has been a strong emerging trend in the 21st century but several research studie...
The utilization of digital educational infrastructure in schools has propelled digital educational g...
ABSTRACT Motivation is one of the driving forces behind the recent interest in games with educationa...
[[abstract]]This study developed an educational online game, Super Delivery, targeting knowledge abo...
There is accumulating evidence that engagement with digital math games can improve students’ learnin...
Digital game-based learning, especially massively multiplayer online games, has been touted for its ...
textSince the mid-1980s, various educational games have been developed, and their popularity has imp...
In this chapter, the authors present a study conducted among university students with the purpose of...
In this explorative study, we investigated motives of autonomous learners to participate in an onlin...
With the advent of digital games and its rapid evolution, it is almost impossible for a lot of peopl...
Electronic learning (e-learning) is an increasingly popular approach used to 1rain. knowledge and sk...
The purpose of this research is to study the relationship among Digital Game-Based Learning (DGBL) f...
In addition to entertainment, games have been recognized as enhancers of cognition and associated wi...
The purpose of this study was to identify motivational elements of an online multi-player educationa...
Fields within education and training have been exploring the use of educational computer-based games...
Game-based learning has been a strong emerging trend in the 21st century but several research studie...
The utilization of digital educational infrastructure in schools has propelled digital educational g...
ABSTRACT Motivation is one of the driving forces behind the recent interest in games with educationa...
[[abstract]]This study developed an educational online game, Super Delivery, targeting knowledge abo...
There is accumulating evidence that engagement with digital math games can improve students’ learnin...
Digital game-based learning, especially massively multiplayer online games, has been touted for its ...
textSince the mid-1980s, various educational games have been developed, and their popularity has imp...
In this chapter, the authors present a study conducted among university students with the purpose of...
In this explorative study, we investigated motives of autonomous learners to participate in an onlin...
With the advent of digital games and its rapid evolution, it is almost impossible for a lot of peopl...
Electronic learning (e-learning) is an increasingly popular approach used to 1rain. knowledge and sk...
The purpose of this research is to study the relationship among Digital Game-Based Learning (DGBL) f...
In addition to entertainment, games have been recognized as enhancers of cognition and associated wi...
The purpose of this study was to identify motivational elements of an online multi-player educationa...
Fields within education and training have been exploring the use of educational computer-based games...