Recent developments in the field of education have led to a renewed interest in teaching methodologies and practices. Gamification is fast becoming a key instrument in the education of new generations and besides other methods, serious games have become the center of attention. Ready-built serious games are available for most higher education institutions to buy and implement. However, monetary restraints and the unalterable nature of the games might deter most higher education institutions from the application of these serious games. Therefore, there is a continuously growing need for a customizable serious game that has been developed based on a concrete need analysis and experts' opinion. There has been little evidence so far of serious ...
Abstract: Innovation in technology together with evolution in pedagogical approaches is encouraging ...
Abstract: Emerging trends such as digitalization, globalization, and the COVID-19 pandemic areforcin...
The workshop will explore how Game-Based Learning (GBL) and gamification can be embedded in the lear...
Recent developments in the field of education have led to a renewed interest in teaching methodologi...
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...
International audienceInnovation in technology together with evolution in pedagogical approaches is ...
International audienceGiven the attractiveness of younger generations for video games, more and more...
This paper is a quantitative literary review about serious games (SGs). It investigates two main que...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
This study explored whether teachers utilize games in the classroom, known as gamification and, if s...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
This paper describes some of the tensions around serious games in education by considering how serio...
This chapter explores the context for the new paradigm of learning emerging in education, in relatio...
This chapter explores the context for the new paradigm of learning emerging in education, in relatio...
Abstract: Innovation in technology together with evolution in pedagogical approaches is encouraging ...
Abstract: Emerging trends such as digitalization, globalization, and the COVID-19 pandemic areforcin...
The workshop will explore how Game-Based Learning (GBL) and gamification can be embedded in the lear...
Recent developments in the field of education have led to a renewed interest in teaching methodologi...
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...
International audienceInnovation in technology together with evolution in pedagogical approaches is ...
International audienceGiven the attractiveness of younger generations for video games, more and more...
This paper is a quantitative literary review about serious games (SGs). It investigates two main que...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
This study explored whether teachers utilize games in the classroom, known as gamification and, if s...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
This paper describes some of the tensions around serious games in education by considering how serio...
This chapter explores the context for the new paradigm of learning emerging in education, in relatio...
This chapter explores the context for the new paradigm of learning emerging in education, in relatio...
Abstract: Innovation in technology together with evolution in pedagogical approaches is encouraging ...
Abstract: Emerging trends such as digitalization, globalization, and the COVID-19 pandemic areforcin...
The workshop will explore how Game-Based Learning (GBL) and gamification can be embedded in the lear...