The present study aims at defining effectiveness of digital game-based learning (DGBL) in the context of social cognitive theory. More specifically, a user requirements analysis was conducted gauging for anticipated or desired outcomes of DGBL, serving as a benchmark against which to judge effectiveness. Three stakeholder groups were considered: the operational working area (game designers and DGBL researchers), containing business (potential adopters) and wider environment (governmental level). Accordingly, three focus groups were organized (one for each stakeholder group). Our results showed that seven elements of DGBL can be identified: attaining of learning goals (i. e., as defined by the game designer or the client who ordered the game...
The study investigates both the cognitive and the motivational learning effects of a digital game fo...
Recent years saw the emergence of a need for systematic effectiveness assessment of digital game-bas...
Digital Game-Based Learning (DGBL) is becoming increasingly prevalent. Its participant-players are i...
The present study aims at defining effectiveness of digital game-based learning (DGBL) in the contex...
Abstract: In recent years, a growing number of studies is being conducted into the effectiveness of ...
[[abstract]]This study developed an educational online game, Super Delivery, targeting knowledge abo...
Despite efforts for defining best practices for assessing Digital Game-Based Learning (DGBL) effecti...
In recent years, a growing number of studies is being conducted into the effectiveness of digital ga...
In recent years, a growing number of studies are being conducted into the effectiveness of digital g...
In recent years, a growing number of studies is being conducted into the effectiveness of digital ga...
The aim of this paper is to undertake a comprehensive review of literature in order to develop a con...
The aim of this paper is to undertake a comprehensive review of literature in order to develop a con...
International audienceAlthough many studies have investigated the effects of digital game-based lear...
Entrepreneurship constitutes a significant indicator of the economic and cultural growth of societie...
This qualitative study aims to evaluate digital games as a learning tool, by reviewing the experienc...
The study investigates both the cognitive and the motivational learning effects of a digital game fo...
Recent years saw the emergence of a need for systematic effectiveness assessment of digital game-bas...
Digital Game-Based Learning (DGBL) is becoming increasingly prevalent. Its participant-players are i...
The present study aims at defining effectiveness of digital game-based learning (DGBL) in the contex...
Abstract: In recent years, a growing number of studies is being conducted into the effectiveness of ...
[[abstract]]This study developed an educational online game, Super Delivery, targeting knowledge abo...
Despite efforts for defining best practices for assessing Digital Game-Based Learning (DGBL) effecti...
In recent years, a growing number of studies is being conducted into the effectiveness of digital ga...
In recent years, a growing number of studies are being conducted into the effectiveness of digital g...
In recent years, a growing number of studies is being conducted into the effectiveness of digital ga...
The aim of this paper is to undertake a comprehensive review of literature in order to develop a con...
The aim of this paper is to undertake a comprehensive review of literature in order to develop a con...
International audienceAlthough many studies have investigated the effects of digital game-based lear...
Entrepreneurship constitutes a significant indicator of the economic and cultural growth of societie...
This qualitative study aims to evaluate digital games as a learning tool, by reviewing the experienc...
The study investigates both the cognitive and the motivational learning effects of a digital game fo...
Recent years saw the emergence of a need for systematic effectiveness assessment of digital game-bas...
Digital Game-Based Learning (DGBL) is becoming increasingly prevalent. Its participant-players are i...