An overview of serious games

F Laamarti, M Eid, A El Saddik - International Journal of …, 2014 - Wiley Online Library
Serious games are growing rapidly as a gaming industry as well as a field of academic
research. There are many surveys in the field of digital serious games; however, most …

Our princess is in another castle: A review of trends in serious gaming for education

MF Young, S Slota, AB Cutter… - Review of …, 2012 - journals.sagepub.com
Do video games show demonstrable relationships to academic achievement gains when
used to support the K-12 curriculum? In a review of literature, we identified 300+ articles …

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 …

Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies

C Girard, J Ecalle, A Magnan - Journal of computer assisted …, 2013 - Wiley Online Library
Computer‐assisted learning is known to be an effective tool for improving learning in both
adults and children. Recent years have seen the emergence of the so‐called 'serious games …

A collaborative game-based learning approach to improving students' learning performance in science courses

HY Sung, GJ Hwang - Computers & education, 2013 - Elsevier
In this study, a collaborative game-based learning environment is developed by integrating
a grid-based Mindtool to facilitate the students to share and organize what they have …

Mining learning and crafting scientific experiments: a literature review on the use of minecraft in education and research

S Nebel, S Schneider, GD Rey - Journal of Educational Technology & …, 2016 - JSTOR
Since the field of educational videogames or serious games is not limited to games that are
specifically designed for educational purposes, videogames such as Minecraft have …

The effects of a mobile gamification app on elementary students' Spanish achievement and self-efficacy

JR Rachels, AJ Rockinson-Szapkiw - … Assisted Language Learning, 2018 - Taylor & Francis
ABSTRACT A quasi-experimental, pretest-posttest, non-equivalent control group design was
used to examine the effect of a mobile gamification application on third and fourth grade …

Teacher competencies in game-based pedagogy

T Nousiainen, M Kangas, J Rikala… - Teaching and Teacher …, 2018 - Elsevier
This study examines what kind of competencies teachers need in using game-based
pedagogy (GBP). In our conceptual framework, GBP entails four approaches: using …

Effects of game-based learning on students' critical thinking: A meta-analysis

W Mao, Y Cui, MM Chiu, H Lei - Journal of Educational …, 2022 - journals.sagepub.com
As past studies showed mixed results, this meta-analysis determined game-based learning's
overall effect on students' critical thinking and tested for moderators, using 21 effect sizes …

Student-centred digital game–based learning: a conceptual framework and survey of the state of the art

TE Coleman, AG Money - Higher Education, 2020 - Springer
Student-centred learning forms a major driver behind educational policy and practice in the
modern day. With a drive towards embracing the possibilities of technology within the …