Background: Enjoyment plays a key role in the success and feasibility of serious gaming interventions. Unenjoyable games will not be played and in the case of serious gaming, learning will not occur. Given this importance, a so-called GameFlow model has been developed, intending to guide (serious) game developers in the process of creating and evaluating enjoyment in digital (serious) games. Regarding language learning, a variety of serious games, targeting specific language components, exist on the market, albeit often without available assessments of enjoyment or feasibility. Objective: The current study evaluates enjoyment and feasibility of a tablet-based serious story listening game for kindergarteners, developed based on the principle...
Exposed to traditional language learning strategies, students will gradually lose interest in and mo...
This thesis is a study on how Norwegian lower secondary students experience engagement and language ...
The goal of this paper is to explore the experiences evoked by playing a commercial and two digital ...
Over the last 20 years research has explored potential cognitive benefits of playing video games. On...
This article describes the theory-informed design of the ‘Elena goes shopping’ mobile game and repor...
This article describes the theory-informed design of the ‘Elena goes shopping’ mobile game and repor...
This article describes the theory-informed design of the ‘Elena goes shopping’ mobile game and repor...
Digital Game-Based Learning has gained numerous attentions among researchers and educators for its f...
In the recent years, learning English is as important as learning other subject. Learning English is...
In the recent years, learning English is as important as learning other subject. Learning English is...
In the recent years, learning English is as important as learning other subject. Learning English is...
Considerable changes have occurred in language learning with the introduction of gameful approaches ...
The possible benefits of digital games for language learning and teaching have received increasing i...
Digital games play a significant role in the life of the new generation. Although there are many cri...
This article describes the theory-informed design of the “ELENA goes shopping” mobile game and repor...
Exposed to traditional language learning strategies, students will gradually lose interest in and mo...
This thesis is a study on how Norwegian lower secondary students experience engagement and language ...
The goal of this paper is to explore the experiences evoked by playing a commercial and two digital ...
Over the last 20 years research has explored potential cognitive benefits of playing video games. On...
This article describes the theory-informed design of the ‘Elena goes shopping’ mobile game and repor...
This article describes the theory-informed design of the ‘Elena goes shopping’ mobile game and repor...
This article describes the theory-informed design of the ‘Elena goes shopping’ mobile game and repor...
Digital Game-Based Learning has gained numerous attentions among researchers and educators for its f...
In the recent years, learning English is as important as learning other subject. Learning English is...
In the recent years, learning English is as important as learning other subject. Learning English is...
In the recent years, learning English is as important as learning other subject. Learning English is...
Considerable changes have occurred in language learning with the introduction of gameful approaches ...
The possible benefits of digital games for language learning and teaching have received increasing i...
Digital games play a significant role in the life of the new generation. Although there are many cri...
This article describes the theory-informed design of the “ELENA goes shopping” mobile game and repor...
Exposed to traditional language learning strategies, students will gradually lose interest in and mo...
This thesis is a study on how Norwegian lower secondary students experience engagement and language ...
The goal of this paper is to explore the experiences evoked by playing a commercial and two digital ...