Games have been successfully used in educational settings for many years. Still, it is not known in detail which factors influence the use and effectiveness of educational games. The game environment, its technology, and other game mechanics are factors directly linked to the game itself. The player’s experience with the subject of the game and/or games in general, his or her motivation and expectations towards the gaming experience influence the outcome of a game-based learning experience. Some of the personal aspects, like age, were already addressed in earlier research. Cultural and gender differences though, were not a main object of study in educational gaming so far. This study started from certain assumptions about differences in gam...
While many studies have reported the effectiveness of gamification in motivating students and making...
Digital educational games development is an emerging area receiving attention from educators and res...
Abstract: Internet age students are increasingly interested in learning by playing. The majority of ...
Games have been successfully used in educational settings for many years. Still, it is not known in ...
Despite the emergent research of educational video games, video gaming experience and associated gen...
A survey on the initial design of a digital educational game was developed and administered to the t...
Commercial and educational game play in a gender-segregated informal learning context This study, fu...
Educational video games present an opportunity to engage learners within immersive problem-...
This study examines the influence of players’ age, gender and gaming preferences and habits (from no...
An experimental research study using a mixed-method analysis to was conducted to examine educational...
Boys show a stronger preference for digital entertainment games than girls. For this reason, it may ...
Individuals differ in a myriad of ways and the promise of using a digital game format to teach or tr...
Educational video games present an opportunity to engage learners within immersive problem-solving e...
As part of Summer 2018 Education Technology project, I am investigating the area of game-based learn...
This study investigated the effects of novices’ learning style and gender consciousness on learning ...
While many studies have reported the effectiveness of gamification in motivating students and making...
Digital educational games development is an emerging area receiving attention from educators and res...
Abstract: Internet age students are increasingly interested in learning by playing. The majority of ...
Games have been successfully used in educational settings for many years. Still, it is not known in ...
Despite the emergent research of educational video games, video gaming experience and associated gen...
A survey on the initial design of a digital educational game was developed and administered to the t...
Commercial and educational game play in a gender-segregated informal learning context This study, fu...
Educational video games present an opportunity to engage learners within immersive problem-...
This study examines the influence of players’ age, gender and gaming preferences and habits (from no...
An experimental research study using a mixed-method analysis to was conducted to examine educational...
Boys show a stronger preference for digital entertainment games than girls. For this reason, it may ...
Individuals differ in a myriad of ways and the promise of using a digital game format to teach or tr...
Educational video games present an opportunity to engage learners within immersive problem-solving e...
As part of Summer 2018 Education Technology project, I am investigating the area of game-based learn...
This study investigated the effects of novices’ learning style and gender consciousness on learning ...
While many studies have reported the effectiveness of gamification in motivating students and making...
Digital educational games development is an emerging area receiving attention from educators and res...
Abstract: Internet age students are increasingly interested in learning by playing. The majority of ...