Serious gaming is one of the newest developments in the world of learning and is recently gaining increasing attention and interest in the business environment. Many people claim that serious gaming has more influence on the behaviour of trainees than a normal presentation, but very little evidence is available in literature. Therefore in this paper the following research question will be answered: “Is people’s demonstrated behaviour after playing a serious game, which is highlighting the need for a specific set of behaviours, different from their demonstrated behaviour after attending a presentation with the same content, and why?” To answer this research question, an experiment lasting four months was conducted within a consulting company...
Game-based learning has been a rapidly expanding field in the 21th century, with research reports pr...
The term Serious Gaming was coined by David Rejeski and Ben Sawyer in their white paper Serious Game...
This dissertation focused on evaluating game-based learning in prevocational education. Though many ...
Serious gaming is one of the newest developments in the world of learning and is gaining increasing ...
Serious gaming is one of the newest developments in the world of learning and is recently gaining in...
Although serious games are more and more used for learning goals, high-quality empirical studies to ...
Presentation at seminar for the Institute for Management Research of the Radboud University Nijmegen...
Serious games are designed to educate, train, or persuade their players on specific topics and issue...
Background and Aim. Serious games are generally considered to have positive effects on many aspects ...
Alongside the growing mainstream appeal of digital games, there has been an increasing amount of aca...
This article explores how the serious game Poverty Is Not a Game (PING) is experienced by high schoo...
It is assumed that serious games influences learning in 2 ways, by changing cognitive processes and ...
Computer games are well-established forms of entertainment which have been shown to promote the deve...
Computer games are well established forms of entertainment which have been shown to promote t...
Purpose:Effectuation has been emerging as an alternative perspective to the traditional theories on ...
Game-based learning has been a rapidly expanding field in the 21th century, with research reports pr...
The term Serious Gaming was coined by David Rejeski and Ben Sawyer in their white paper Serious Game...
This dissertation focused on evaluating game-based learning in prevocational education. Though many ...
Serious gaming is one of the newest developments in the world of learning and is gaining increasing ...
Serious gaming is one of the newest developments in the world of learning and is recently gaining in...
Although serious games are more and more used for learning goals, high-quality empirical studies to ...
Presentation at seminar for the Institute for Management Research of the Radboud University Nijmegen...
Serious games are designed to educate, train, or persuade their players on specific topics and issue...
Background and Aim. Serious games are generally considered to have positive effects on many aspects ...
Alongside the growing mainstream appeal of digital games, there has been an increasing amount of aca...
This article explores how the serious game Poverty Is Not a Game (PING) is experienced by high schoo...
It is assumed that serious games influences learning in 2 ways, by changing cognitive processes and ...
Computer games are well-established forms of entertainment which have been shown to promote the deve...
Computer games are well established forms of entertainment which have been shown to promote t...
Purpose:Effectuation has been emerging as an alternative perspective to the traditional theories on ...
Game-based learning has been a rapidly expanding field in the 21th century, with research reports pr...
The term Serious Gaming was coined by David Rejeski and Ben Sawyer in their white paper Serious Game...
This dissertation focused on evaluating game-based learning in prevocational education. Though many ...