Digital Game-Based Learning (DGBL) is becoming increasingly prevalent. Its participant-players are in millions and its revenues are in billions of dollars. There is a gap in how effectiveness DGBL software is to encourage students in learning and increase their motivation in learning process. This paper aims to discuss children and teenagers' education with DGBL software and the motivation design for DGBL software. The author also identify and discuss elements of the motivation model which are adopted from ARCS Model and game features from History Multimedia Interactive Educational Game (HMIEG) for History learning. A motivation design model for DGBL software is presented, which can be employed as an efficient and effective tool for promoti...
The purpose of this study is to create a digital educational game that promotes algorithmic thinking...
Digital games are very popular today and people spend a lot of time playing. Because it is fun and e...
The aim of this study was to assess the learning effectiveness and motivational appeal of a computer...
Melek, Ceren Gülra (Arel Author)The purpose of this study is to investigate the effects of digital g...
[[abstract]]Malone suggested challenge, fantasy, and curiosity are the three key factors that make c...
International audienceAlthough many studies have investigated the effects of digital game-based lear...
The present study aims at defining effectiveness of digital game-based learning (DGBL) in the contex...
With the advent of digital games and its rapid evolution, it is almost impossible for a lot of peopl...
The development of technology has a lot of influence in the field of education, one of which is in t...
Playing a game is an essential factor that leads towards human development and then learning. Usuall...
Taking care of teachers' competencies is essential to determine a satisfactory level of quality in t...
[[abstract]]This study developed an educational online game, Super Delivery, targeting knowledge abo...
The technological developments characteristic to today’s digital era have contributed to significant...
Today, the rapid development of technology has also affected the existing learning processes. In add...
This thesis is concerned with how the coveted user-engagement of digital games can be usefully harne...
The purpose of this study is to create a digital educational game that promotes algorithmic thinking...
Digital games are very popular today and people spend a lot of time playing. Because it is fun and e...
The aim of this study was to assess the learning effectiveness and motivational appeal of a computer...
Melek, Ceren Gülra (Arel Author)The purpose of this study is to investigate the effects of digital g...
[[abstract]]Malone suggested challenge, fantasy, and curiosity are the three key factors that make c...
International audienceAlthough many studies have investigated the effects of digital game-based lear...
The present study aims at defining effectiveness of digital game-based learning (DGBL) in the contex...
With the advent of digital games and its rapid evolution, it is almost impossible for a lot of peopl...
The development of technology has a lot of influence in the field of education, one of which is in t...
Playing a game is an essential factor that leads towards human development and then learning. Usuall...
Taking care of teachers' competencies is essential to determine a satisfactory level of quality in t...
[[abstract]]This study developed an educational online game, Super Delivery, targeting knowledge abo...
The technological developments characteristic to today’s digital era have contributed to significant...
Today, the rapid development of technology has also affected the existing learning processes. In add...
This thesis is concerned with how the coveted user-engagement of digital games can be usefully harne...
The purpose of this study is to create a digital educational game that promotes algorithmic thinking...
Digital games are very popular today and people spend a lot of time playing. Because it is fun and e...
The aim of this study was to assess the learning effectiveness and motivational appeal of a computer...