The purpose of this qualitative case study study is to examine the ways in which mobile videogames can be used in non-formal educational environments, to support students to develop decision-making skills through negotiated play. In the context of this study, the health literacy mobile videogame, PlayForward: Elm City Stories developed at Yale University was implemented in an afterschool setting in southern Europe. In this study we explored how secondary school students negotiate meaning, make decisions, and interpret the consequences in a non-formal education context, through an interpretive symbolic-interactive framework. The data included individual interviews with students, field-notes, and video-based student-groups' interactions. Thes...
Abstract- Research shows the potential of mobile games to promote learning in young adults. The 3-ye...
This article presents an empirical study performed in the light of socio-cultural theories, emphasiz...
There is a growing interest of government bodies and NGOs in using (serious) video games in awarenes...
The purpose of this qualitative case study study is to examine the ways in which mobile videogames c...
[[abstract]]Heath education is an important component of the curriculum for fostering children's cor...
Out of the project EMuRgency a game-based learning environment evolved, which trains school children...
Serious gaming approaches so far focus mainly on skill development, motivational aspects or providin...
Edugames4all MicrobeQuest! is a mobile game that aims to teach microbiology and create awareness abo...
Serious gaming approaches so far focus mainly on skill development, motivational aspects or providin...
This paper aims to discuss the challenges of implementing a game-creation learning strategy to appro...
Edugames4all MicrobeQuest! is a mobile game that aims to teach microbiology and create awareness abo...
Edugames4all MicrobeQuest! is a mobile game that aims to teach microbiology and create awareness abo...
Studies on game-based learning show positive effects, but insights into the relationship between stu...
The article analyses and discusses the use of Location Based Mobile Games to raise awareness on sens...
Available online.The aim of this study was to investigate the use of an educational computer video g...
Abstract- Research shows the potential of mobile games to promote learning in young adults. The 3-ye...
This article presents an empirical study performed in the light of socio-cultural theories, emphasiz...
There is a growing interest of government bodies and NGOs in using (serious) video games in awarenes...
The purpose of this qualitative case study study is to examine the ways in which mobile videogames c...
[[abstract]]Heath education is an important component of the curriculum for fostering children's cor...
Out of the project EMuRgency a game-based learning environment evolved, which trains school children...
Serious gaming approaches so far focus mainly on skill development, motivational aspects or providin...
Edugames4all MicrobeQuest! is a mobile game that aims to teach microbiology and create awareness abo...
Serious gaming approaches so far focus mainly on skill development, motivational aspects or providin...
This paper aims to discuss the challenges of implementing a game-creation learning strategy to appro...
Edugames4all MicrobeQuest! is a mobile game that aims to teach microbiology and create awareness abo...
Edugames4all MicrobeQuest! is a mobile game that aims to teach microbiology and create awareness abo...
Studies on game-based learning show positive effects, but insights into the relationship between stu...
The article analyses and discusses the use of Location Based Mobile Games to raise awareness on sens...
Available online.The aim of this study was to investigate the use of an educational computer video g...
Abstract- Research shows the potential of mobile games to promote learning in young adults. The 3-ye...
This article presents an empirical study performed in the light of socio-cultural theories, emphasiz...
There is a growing interest of government bodies and NGOs in using (serious) video games in awarenes...