Analogue games have been increasingly studied through the lens of media and cultural studies namely considering their technology, textuality, and audiences, to understand their ability to convey meanings, messages, and their ancient presence in popular culture. Nevertheless, their specific potential in the fields of learning and education has been relegated to the background, given the salience of digital games in the scientific landscape. This paper provides a Systematic Literature Review (SLR) and mapping of game-based learning (GBL) applied in Higher Education (HE). Specific areas that require further work to improve the effectiveness of GBL have been highlighted. To this aim and in the context of this research, interviews were conducted...
Abstract The focus of higher education institutions is the preparation of future professionals. To a...
This paper reports the outcomes of the Scholarship of Teaching and Learning project 'Games in the Cu...
In this paper, we will present findings from the first twelve months of a research and development p...
Analogue games have been increasingly studied through the lens of media and cultural studies namely ...
The report will be built on best existing practice in the area of game-based teaching and assessment...
Game-based Learning (GBL) is an emerging technology planned for implementation in the next three yea...
Digital game studies and design have rapidly become popular teaching areas in the United Kingdom. Th...
Recent years have seen an escalating interest in the use of digital games in pursuit of educational ...
Game-based learning (GBL) is a form of gaming that leads to learning outcomes. It is designed to ali...
Abstract: Emerging trends such as digitalization, globalization, and the COVID-19 pandemic areforcin...
The paper examines literature on the subject of instructional design and game based learning with th...
The workshop will explore how Game-Based Learning (GBL) and gamification can be embedded in the lear...
International audienceThis entry presents an overview of how and why Learning Games are used in high...
There are widespread of Digital Game-based Learning (DGBL) applications or computer games (CG) utili...
The use of current and emerging tools in education is becoming a blistering topic among educators an...
Abstract The focus of higher education institutions is the preparation of future professionals. To a...
This paper reports the outcomes of the Scholarship of Teaching and Learning project 'Games in the Cu...
In this paper, we will present findings from the first twelve months of a research and development p...
Analogue games have been increasingly studied through the lens of media and cultural studies namely ...
The report will be built on best existing practice in the area of game-based teaching and assessment...
Game-based Learning (GBL) is an emerging technology planned for implementation in the next three yea...
Digital game studies and design have rapidly become popular teaching areas in the United Kingdom. Th...
Recent years have seen an escalating interest in the use of digital games in pursuit of educational ...
Game-based learning (GBL) is a form of gaming that leads to learning outcomes. It is designed to ali...
Abstract: Emerging trends such as digitalization, globalization, and the COVID-19 pandemic areforcin...
The paper examines literature on the subject of instructional design and game based learning with th...
The workshop will explore how Game-Based Learning (GBL) and gamification can be embedded in the lear...
International audienceThis entry presents an overview of how and why Learning Games are used in high...
There are widespread of Digital Game-based Learning (DGBL) applications or computer games (CG) utili...
The use of current and emerging tools in education is becoming a blistering topic among educators an...
Abstract The focus of higher education institutions is the preparation of future professionals. To a...
This paper reports the outcomes of the Scholarship of Teaching and Learning project 'Games in the Cu...
In this paper, we will present findings from the first twelve months of a research and development p...