Nadolski, R. J., Baalsrud Hauge, J., Boyle, L., Riedel, J., & Luccini, M. (2011, 2 December). Game over? What hampers the major uptake of serious games? Discussion session at Online Educa Berlin, Berlin, Germany.Well designed serious games (SGs) incorporate affordances to boost a culture of learning that better matches with peoples brain wired motives, at the same time enabling a better sustainable growth towards 21-th century skills in a more global society. This highly interactive session encourages audience participation in streamlining the discussion with panel contribution from experts all being members of the recently started European Network of Excellence on SGs: GaLA (Games and Learning Association). GaLA partners represent research...
AbstractThere is a wide consensus in the scientific community about the educational potential of Ser...
As games technologies have become more and more widely available, the ability of games to engage use...
This paper is a quantitative literary review about serious games (SGs). It investigates two main que...
Nowadays formal education systems are under increasing pressure to respond and adapt to rapid techno...
Nowadays formal education systems are under increasing pressure to respond and adapt to rapid techno...
I have attended this conference. In this conference a large number of educators from colleges and un...
Abstract: Innovation in technology together with evolution in pedagogical approaches is encouraging ...
Presentation at seminar for the Institute for Management Research of the Radboud University Nijmegen...
International audienceInnovation in technology together with evolution in pedagogical approaches is ...
Serious games have been steadily increasing their use in many sectors of society, yet it seems that ...
Serious games are designed to educate, train, or persuade their players on specific topics and issue...
This report discusses some issues concerning serious games, that is, (digital) games used for purpos...
The term Serious Gaming was coined by David Rejeski and Ben Sawyer in their white paper Serious Game...
Aging diversity in organizations creates potential challenges, particularly for knowledge management...
Our class is divided into two groups. One group will give a workshop about the trends in gaming and ...
AbstractThere is a wide consensus in the scientific community about the educational potential of Ser...
As games technologies have become more and more widely available, the ability of games to engage use...
This paper is a quantitative literary review about serious games (SGs). It investigates two main que...
Nowadays formal education systems are under increasing pressure to respond and adapt to rapid techno...
Nowadays formal education systems are under increasing pressure to respond and adapt to rapid techno...
I have attended this conference. In this conference a large number of educators from colleges and un...
Abstract: Innovation in technology together with evolution in pedagogical approaches is encouraging ...
Presentation at seminar for the Institute for Management Research of the Radboud University Nijmegen...
International audienceInnovation in technology together with evolution in pedagogical approaches is ...
Serious games have been steadily increasing their use in many sectors of society, yet it seems that ...
Serious games are designed to educate, train, or persuade their players on specific topics and issue...
This report discusses some issues concerning serious games, that is, (digital) games used for purpos...
The term Serious Gaming was coined by David Rejeski and Ben Sawyer in their white paper Serious Game...
Aging diversity in organizations creates potential challenges, particularly for knowledge management...
Our class is divided into two groups. One group will give a workshop about the trends in gaming and ...
AbstractThere is a wide consensus in the scientific community about the educational potential of Ser...
As games technologies have become more and more widely available, the ability of games to engage use...
This paper is a quantitative literary review about serious games (SGs). It investigates two main que...