Gameplay engagement and learning in game-based learning: A systematic review

AI Abdul Jabbar, P Felicia - Review of educational research, 2015 - journals.sagepub.com
In this review, we investigated game design features that promote engagement and learning
in game-based learning (GBL) settings. The aim was to address the lack of empirical …

Mobile technologies and learning

L Naismith, P Lonsdale, GN Vavoula, M Sharples - 2004 - figshare.le.ac.uk
In this review we will primarily be considering personal portable technologies. We shall
focus on hand-held devices including PDAs and mobile phones. Many of the implications for …

Gamifying learning experiences: Practical implications and outcomes

A Domínguez, J Saenz-de-Navarrete, L De-Marcos… - Computers & …, 2013 - Elsevier
Gamification is the use of game design elements and game mechanics in non-game
contexts. This idea has been used successfully in many web based businesses to increase …

A meta-analysis of the cognitive and motivational effects of serious games.

P Wouters, C Van Nimwegen… - Journal of …, 2013 - psycnet.apa.org
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 …

[BOOK][B] Methods in educational research: From theory to practice

MG Lodico, DT Spaulding, KH Voegtle - 2010 - books.google.com
Methods in Educational Research Methods in Educational Research is designed to prepare
students for the real world of educational research. It focuses on scientifically-based …

Students' perception of Kahoot!'s influence on teaching and learning

SA Licorish, HE Owen, B Daniel, JL George - Research and Practice in …, 2018 - Springer
Technology is being increasingly integrated into teaching environments in view of
enhancing students' engagement and motivation. In particular, game-based student …

21st century skills and competences for new millennium learners in OECD countries

K Ananiadoui, M Claro - 2009 - tuv.oer4pacific.org
This paper discusses issues related to the teaching and assessment of 21st century skills
and competencies in OECD countries drawing on the findings of a questionnaire study and …

Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation

M Papastergiou - Computers & education, 2009 - Elsevier
The aim of this study was to assess the learning effectiveness and motivational appeal of a
computer game for learning computer memory concepts, which was designed according to …

The wear out effect of a game-based student response system

AI Wang - Computers & Education, 2015 - Elsevier
Abstract The Bring Your Own Device (BYOD) wave and advancement in technical
infrastructures and in learning technology opens for new ways of teaching in the classroom …

Computer gaming and interactive simulations for learning: A meta-analysis

JJ Vogel, DS Vogel, J Cannon-Bowers… - Journal of …, 2006 - journals.sagepub.com
Substantial disagreement exists in the literature regarding which educational technology
results in the highest cognitive gain for learners. In an attempt to resolve this dispute, we …