It is assumed that serious games influences learning in 2 ways, by changing cognitive processes and by affecting motivation. However, until now research has shown little evidence for these assumptions. We used meta-analytic techniques to investigate whether serious games are more effective in terms of learning and more motivating than conventional instruction methods (learning: k = 77, N 5,547; motivation: k = 31, N 2,216). Consistent with our hypotheses, serious games were found to be more effective in terms of learning (d= 0.29, p <.01) and retention (d = 0.36, p <.01), but they were not more motivating (d = 0.26, p > .05) than conventional instruction methods. Additional moderator analyses on the learning effects revealed that l...
In this chapter, the authors present a study conducted among university students with the purpose of...
This paper aims to improve the design methods for serious games (games for learning) by identifying ...
This dissertation focused on evaluating game-based learning in prevocational education. Though many ...
It is assumed that serious games influences learning in 2 ways, by changing cognitive processes and ...
Despite scant empirical substantiation, serious games are in widespread use. The authors review 28 s...
Although serious games are more and more used for learning goals, high-quality empirical studies to ...
Background and Aim. Serious games are generally considered to have positive effects on many aspects ...
Cognitive training often utilizes game-like motivational features to keep participants engaged. It i...
There has been significant scientific interest in examining the potential learning consequences of s...
This article is interested in the integration of serious games in the classroom. Serious Games are c...
It seems necessary to review the literature to explore the effectiveness of serious games in educati...
Substantial disagreement exists in the literature regarding which educational technology results in ...
Substantial disagreement exists in the literature regarding which educational technology results in ...
Serious games are generally considered to induce positive effects in the areas of learning motivatio...
Abstract: Serious games are composed of three components, namely, learning contents, learning strate...
In this chapter, the authors present a study conducted among university students with the purpose of...
This paper aims to improve the design methods for serious games (games for learning) by identifying ...
This dissertation focused on evaluating game-based learning in prevocational education. Though many ...
It is assumed that serious games influences learning in 2 ways, by changing cognitive processes and ...
Despite scant empirical substantiation, serious games are in widespread use. The authors review 28 s...
Although serious games are more and more used for learning goals, high-quality empirical studies to ...
Background and Aim. Serious games are generally considered to have positive effects on many aspects ...
Cognitive training often utilizes game-like motivational features to keep participants engaged. It i...
There has been significant scientific interest in examining the potential learning consequences of s...
This article is interested in the integration of serious games in the classroom. Serious Games are c...
It seems necessary to review the literature to explore the effectiveness of serious games in educati...
Substantial disagreement exists in the literature regarding which educational technology results in ...
Substantial disagreement exists in the literature regarding which educational technology results in ...
Serious games are generally considered to induce positive effects in the areas of learning motivatio...
Abstract: Serious games are composed of three components, namely, learning contents, learning strate...
In this chapter, the authors present a study conducted among university students with the purpose of...
This paper aims to improve the design methods for serious games (games for learning) by identifying ...
This dissertation focused on evaluating game-based learning in prevocational education. Though many ...