This study tested the hypothesis that video game attributes (e.g., points, competition, pedagogical agents) affect learning and engagement in a computerized learning environment. Thirty-two undergraduate psychology students were randomly assigned to two computerized learning environments meant to teach aspects of scientific inquiry (e.g., the need for control groups). Both groups read, critiqued and identified flaws in short descriptions of research. One group used a program that simulates a video game environment while the other used a traditional computer-assisted instructional format. Both conditions were given a pre-test and post-test. An interaction between time of test and the game was found, indicating that more learning occurred in ...
This dissertation examines the research question How do video game design principles affect learnin...
Digital game-based learning (DGBL) has been perceived as an engaging teaching approach to foster stu...
There has been significant scientific interest in examining the potential learning consequences of s...
Background and Aim. Serious games are generally considered to have positive effects on many aspects ...
Given the interactive media characteristics and intrinsically motivating appeal, computer games are ...
The purpose of the present research is to determine whether playing video games impacts academic per...
Today serious games are having an important impact on areas other than entertainment. Studies show t...
This dissertation focused on evaluating game-based learning in prevocational education. Though many ...
Computer games are well established forms of entertainment which have been shown to promote t...
Although serious games are more and more used for learning goals, high-quality empirical studies to ...
Computer games are well-established forms of entertainment which have been shown to promote the deve...
Video game research in the recent decades suggests a causal relationship between video game experien...
The term serious games became popularized in 2002 as a result of an initiative to promote the use ...
In this dissertation, the relationship between flow state, serious games, and learning was examined....
Serious gaming is one of the newest developments in the world of learning and is recently gaining in...
This dissertation examines the research question How do video game design principles affect learnin...
Digital game-based learning (DGBL) has been perceived as an engaging teaching approach to foster stu...
There has been significant scientific interest in examining the potential learning consequences of s...
Background and Aim. Serious games are generally considered to have positive effects on many aspects ...
Given the interactive media characteristics and intrinsically motivating appeal, computer games are ...
The purpose of the present research is to determine whether playing video games impacts academic per...
Today serious games are having an important impact on areas other than entertainment. Studies show t...
This dissertation focused on evaluating game-based learning in prevocational education. Though many ...
Computer games are well established forms of entertainment which have been shown to promote t...
Although serious games are more and more used for learning goals, high-quality empirical studies to ...
Computer games are well-established forms of entertainment which have been shown to promote the deve...
Video game research in the recent decades suggests a causal relationship between video game experien...
The term serious games became popularized in 2002 as a result of an initiative to promote the use ...
In this dissertation, the relationship between flow state, serious games, and learning was examined....
Serious gaming is one of the newest developments in the world of learning and is recently gaining in...
This dissertation examines the research question How do video game design principles affect learnin...
Digital game-based learning (DGBL) has been perceived as an engaging teaching approach to foster stu...
There has been significant scientific interest in examining the potential learning consequences of s...