Serious games are the focus of the current research agenda. They show promise for allowing students to learn and practice skills. In fewer studies, they are used for the development of academic competencies. Therefore, it is of interest to deepen the research on the benefits of serious games in academic education and training. This article presents a study using serious games aimed at higher education academics’ training for the development of digital competencies. The study was carried out with 56 academics, using the serious game called AstroCódigo. The study analyzed the level of acceptance of serious games using the TAM model and what factors the academics believe affect this acceptance. It is important to know possible barriers that af...
The main purpose of serious games is to train or educate. The use of serious games in class has the ...
Recent developments in the field of education have led to a renewed interest in teaching methodologi...
Van Rosmalen, P., Klemke, R., & Westera, W. (2011). Alleviating the Entrance to Serious Games by Exp...
Nowadays formal education systems are under increasing pressure to respond and adapt to rapid techno...
Learning methodologies and experiences have changed over the recent years thanks to the incorporatio...
The rise of digital games over recent years has been exponential. While many are used for entertainm...
Game based learning has proved to increase the motivation of learning among students. A first develo...
Computer games are well established forms of entertainment which have been shown to promote t...
This research explores the rationale behind the utilisation of electronic games in education. A qual...
As Human Computer Interaction technologies evolve, they are supporting the generation of innovative ...
Serious games are used in various sectors, including car industry, defense, aeronautics, pharmaceuti...
Serious Games represent an acknowledged potential for instruction, because they are able to strongly...
Innovation in technology together with evolution in pedagogical approaches is encouraging increased ...
This paper presents a serious game that covers the teaching of some basic concepts of computer netwo...
Nowadays formal education systems are under increasing pressure to respond and adapt to rapid techno...
The main purpose of serious games is to train or educate. The use of serious games in class has the ...
Recent developments in the field of education have led to a renewed interest in teaching methodologi...
Van Rosmalen, P., Klemke, R., & Westera, W. (2011). Alleviating the Entrance to Serious Games by Exp...
Nowadays formal education systems are under increasing pressure to respond and adapt to rapid techno...
Learning methodologies and experiences have changed over the recent years thanks to the incorporatio...
The rise of digital games over recent years has been exponential. While many are used for entertainm...
Game based learning has proved to increase the motivation of learning among students. A first develo...
Computer games are well established forms of entertainment which have been shown to promote t...
This research explores the rationale behind the utilisation of electronic games in education. A qual...
As Human Computer Interaction technologies evolve, they are supporting the generation of innovative ...
Serious games are used in various sectors, including car industry, defense, aeronautics, pharmaceuti...
Serious Games represent an acknowledged potential for instruction, because they are able to strongly...
Innovation in technology together with evolution in pedagogical approaches is encouraging increased ...
This paper presents a serious game that covers the teaching of some basic concepts of computer netwo...
Nowadays formal education systems are under increasing pressure to respond and adapt to rapid techno...
The main purpose of serious games is to train or educate. The use of serious games in class has the ...
Recent developments in the field of education have led to a renewed interest in teaching methodologi...
Van Rosmalen, P., Klemke, R., & Westera, W. (2011). Alleviating the Entrance to Serious Games by Exp...