Building on the outcomes of an Erasmus+ Project, the authors explore the possibility of employing simulation and gamification for the teaching/learning of contents in the field of Humanities and transversal competences at university level. Two Serious Games representing two diverse types of design are described and commented upon, particularly under the viewpoint of their narrative component. Their experimentation provides some initial results in terms of impact and stakeholders’ satisfaction.
The rise of digital games over recent years has been exponential. While many are used for entertainm...
Gamification focuses on the application of game mechanics and gameful thinking in non-game contexts ...
This book introduces state-of-the-art research on simulation and serious games for education. The ma...
Building on the outcomes of an Erasmus+ Project, the authors explore the possibility of employing si...
Abstract The focus of higher education institutions is the preparation of future professionals. To a...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
Simulations and games play an important role in how young people learn. Through simulations and game...
Recent developments in the field of education have led to a renewed interest in teaching methodologi...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
Does play belong to the learning situation? What kind of sociability is promoted when gamifying educ...
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...
The evolution of computer technologies, together with the increasing speed of Internet-based communi...
This paper is a quantitative literary review about serious games (SGs). It investigates two main que...
Access to new technologies is slowly changing classrooms and theirdynamics. Gamification has been a ...
The rise of digital games over recent years has been exponential. While many are used for entertainm...
Gamification focuses on the application of game mechanics and gameful thinking in non-game contexts ...
This book introduces state-of-the-art research on simulation and serious games for education. The ma...
Building on the outcomes of an Erasmus+ Project, the authors explore the possibility of employing si...
Abstract The focus of higher education institutions is the preparation of future professionals. To a...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
Simulations and games play an important role in how young people learn. Through simulations and game...
Recent developments in the field of education have led to a renewed interest in teaching methodologi...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
Does play belong to the learning situation? What kind of sociability is promoted when gamifying educ...
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...
The evolution of computer technologies, together with the increasing speed of Internet-based communi...
This paper is a quantitative literary review about serious games (SGs). It investigates two main que...
Access to new technologies is slowly changing classrooms and theirdynamics. Gamification has been a ...
The rise of digital games over recent years has been exponential. While many are used for entertainm...
Gamification focuses on the application of game mechanics and gameful thinking in non-game contexts ...
This book introduces state-of-the-art research on simulation and serious games for education. The ma...