In order to introduce the environment of the University of Gävle to the new students, an efficient way is needed. Among many different methods of helping new students get familiar with university, a Digital Education Game could be a good option. The aim of this research is to test if new students can learn more about University of Gävle when they are learning through a Digital Education Game. This research was mainly based on five methods. Before creating the game, a theoretical framework was built in the beginning, and then interviews and surveys were performed to get useful information. Next, a Digital Education Game was created through the platform e-Adventure. Finally, evaluations of this game were performed. The findings of this resear...
Recent years have seen an escalating interest in the use of digital games in pursuit of educational ...
In this paper we will give a literature review related to game-based education, in the first place a...
In recent years, electronic games have assumed an important place in the lives of children and adole...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
Emerging trends such as digitalization, globalization, and the COVID-19 pandemic are forcing higher ...
We present a report from our preliminary research, which focused on the possibilities of implementin...
The influence of technology on education is significant and growing. In particular, most students in...
In this modern age, more children are becoming frequent smartphone users. This research presents an ...
Digital games and gamification strategies maintain players' attention, require them to solve problem...
Higher education institutions encounters difficulties when the Covid-19 pandemic happens because lea...
The rapidly developing information technologies of our age offer new opportunities in every aspect o...
The paper contributes to solving the issue of digital games in education. It explains concepts such ...
Game-based Learning (GBL) is an emerging technology planned for implementation in the next three yea...
Recent years have seen an escalating interest in the use of digital games in pursuit of educational ...
In this paper we will give a literature review related to game-based education, in the first place a...
In recent years, electronic games have assumed an important place in the lives of children and adole...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
Emerging trends such as digitalization, globalization, and the COVID-19 pandemic are forcing higher ...
We present a report from our preliminary research, which focused on the possibilities of implementin...
The influence of technology on education is significant and growing. In particular, most students in...
In this modern age, more children are becoming frequent smartphone users. This research presents an ...
Digital games and gamification strategies maintain players' attention, require them to solve problem...
Higher education institutions encounters difficulties when the Covid-19 pandemic happens because lea...
The rapidly developing information technologies of our age offer new opportunities in every aspect o...
The paper contributes to solving the issue of digital games in education. It explains concepts such ...
Game-based Learning (GBL) is an emerging technology planned for implementation in the next three yea...
Recent years have seen an escalating interest in the use of digital games in pursuit of educational ...
In this paper we will give a literature review related to game-based education, in the first place a...
In recent years, electronic games have assumed an important place in the lives of children and adole...