Essential features of serious games design in higher education: Linking learning attributes to game mechanics

P Lameras, S Arnab, I Dunwell… - British journal of …, 2017 - Wiley Online Library
This paper consolidates evidence and material from a range of specialist and disciplinary
fields to provide an evidence‐based review and synthesis on the design and use of serious …

Success factors for serious games to enhance learning: a systematic review

WS Ravyse, A Seugnet Blignaut, V Leendertz… - Virtual Reality, 2017 - Springer
There is no doubt that an abundance of factors exists that makes learning with serious
games successful. Research articles reporting on these factors, however, tend to focus on …

Effect of augmented reality game Pokémon GO on cognitive performance and emotional intelligence in adolescent young

A Ruiz-Ariza, RA Casuso, S Suarez-Manzano… - Computers & …, 2018 - Elsevier
The main aim was to analyse the effect of 8 weeks of Pokémon GO on cognitive
performance (memory, selective attention, concentration, mathematical calculation and …

De la enseñanza con libros de texto al aprendizaje en espacios online gamificados

MA Moreira, CSG González - Educatio siglo XXI, 2015 - revistas.um.es
En este artículo se plantea la necesidad que la escuela del siglo XXI empiece a transformar
sus materiales didácticos adecuándolos a las nuevas experiencias y formas expresivas de …

Modelling Chinese EFL learners' flow experiences in digital game-based vocabulary learning: The roles of learner and contextual factors

R Li, Z Meng, M Tian, Z Zhang… - Computer Assisted …, 2021 - Taylor & Francis
Although digital game-based vocabulary learning (DGBVL) has attracted considerable
attention, factors attributing to the facilitative effects of DGBVL have not yet been …

An approach to digital game-based learning: Video-games principles and applications in foreign language learning

R Casañ-Pitarch - Journal of Language Teaching and Research …, 2018 - riunet.upv.es
[EN]¿ During the present decade, researchers and educators of different fields have
increased their attention towards digital game-based learning. The rise of interest towards …

Brief review of video games in learning & education how far we have come

B Kenwright - Siggraph asia 2017 symposium on education, 2017 - dl.acm.org
This paper presents a survey on video games in learning and education, including patterns
and trends in technologies and correlations in popularity with regard to the entertainment …

Serious games research streams for social change: Critical review and framing

MF Dallaqua, B Nunes… - British Journal of …, 2024 - Wiley Online Library
The number of scientific publications about serious games has exponentially increased,
often surpassing human limitations in processing such a large volume of information …

Empirical Studies on the Metaverse-Based Education: A Systematic Review.

G Asiksoy - International Journal of Engineering Pedagogy, 2023 - search.ebscohost.com
The Metaverse is a digital space achieved through a virtual environment that allows people
to enjoy immersive experiences and interactions. The Metaverse is changing the world in …

Serious games in digital gaming: A comprehensive review of applications, game engines and advancements

A Gazis, E Katsiri - arxiv preprint arxiv:2311.03384, 2023 - arxiv.org
Serious games are defined as applied games that focus on the gamification of an
experience (eg, learning and training activities) and are not strictly for entertainment …