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 ...
This paper is a quantitative literary review about serious games (SGs). It investigates two main que...
This study explored whether teachers utilize games in the classroom, known as gamification and, if s...
This paper is a quantitative literary review about serious games (SGs). It investigates two main que...
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...
Abstract: Nowadays formal education systems are under increasing pressure to respond and adapt to ra...
International audienceInnovation in technology together with evolution in pedagogical approaches is ...
International audienceGiven the attractiveness of younger generations for video games, more and more...
International audienceGiven the attractiveness of younger generations for video games, more and more...
International audienceGiven the attractiveness of younger generations for video games, more and more...
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 paper is a quantitative literary review about serious games (SGs). It investigates two main que...
This study explored whether teachers utilize games in the classroom, known as gamification and, if s...
This paper is a quantitative literary review about serious games (SGs). It investigates two main que...
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...
Abstract: Nowadays formal education systems are under increasing pressure to respond and adapt to ra...
International audienceInnovation in technology together with evolution in pedagogical approaches is ...
International audienceGiven the attractiveness of younger generations for video games, more and more...
International audienceGiven the attractiveness of younger generations for video games, more and more...
International audienceGiven the attractiveness of younger generations for video games, more and more...
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 paper is a quantitative literary review about serious games (SGs). It investigates two main que...
This study explored whether teachers utilize games in the classroom, known as gamification and, if s...
This paper is a quantitative literary review about serious games (SGs). It investigates two main que...