Educational functions of digital games are often seen only in the light of the serious and purposeful activities that aim for learning outcomes, in contrast with noneducational games that are designed for entertainment. The focus of this paper is in studying players’ learning outcomes from playing non-educational games, and how these relate to wellbeing outcomes of playing, and gaming motivation. The data for this study was collected via a survey (N = 1,202) in the United Kingdom and the United States. The survey respondents answered the question regarding what players perceive they have learnt by playing digital games. A generic datadriven qualitative content analysis of the responses to this question yielded 11 categories representing dif...
People learn something all their life. However, in the begging, as children they learn through play...
In this explorative study, we investigated motives of autonomous learners to participate in an onlin...
There is considerable interest in leveraging video games to support students’ motivation. This invol...
The potential of non-educational games in learning is well-established, but there have been relative...
It has been suggested that digital games can be powerful learning environments that encourage active...
In the last few years, digital games have become increasingly popular with both ‘hardcore’ and ‘casu...
This paper explores the relationship between digital games and learning along the continuum from for...
It has been suggested that digital games can be powerful learning environments that encourage active...
Games are increasingly becoming a powerful and effective tool for training. The use of games as a tr...
Digital games can be powerful learning environments because they encourage active learning and parti...
This thesis investigates the relationships between motivation, engagement and informal learning, wit...
Digital games are becoming increasingly popular with the latest generation of consoles bringing game...
Game-based learning has been a strong emerging trend in the 21st century but several research studie...
Game-based learning has been a rapidly expanding field in the 21th century, with research reports pr...
Digital games are becoming increasingly popular with the latest generation of consoles bringing game...
People learn something all their life. However, in the begging, as children they learn through play...
In this explorative study, we investigated motives of autonomous learners to participate in an onlin...
There is considerable interest in leveraging video games to support students’ motivation. This invol...
The potential of non-educational games in learning is well-established, but there have been relative...
It has been suggested that digital games can be powerful learning environments that encourage active...
In the last few years, digital games have become increasingly popular with both ‘hardcore’ and ‘casu...
This paper explores the relationship between digital games and learning along the continuum from for...
It has been suggested that digital games can be powerful learning environments that encourage active...
Games are increasingly becoming a powerful and effective tool for training. The use of games as a tr...
Digital games can be powerful learning environments because they encourage active learning and parti...
This thesis investigates the relationships between motivation, engagement and informal learning, wit...
Digital games are becoming increasingly popular with the latest generation of consoles bringing game...
Game-based learning has been a strong emerging trend in the 21st century but several research studie...
Game-based learning has been a rapidly expanding field in the 21th century, with research reports pr...
Digital games are becoming increasingly popular with the latest generation of consoles bringing game...
People learn something all their life. However, in the begging, as children they learn through play...
In this explorative study, we investigated motives of autonomous learners to participate in an onlin...
There is considerable interest in leveraging video games to support students’ motivation. This invol...