Understanding cognitive load in digital and online learning: A new perspective on extraneous cognitive load

A Skulmowski, KM Xu - Educational psychology review, 2022‏ - Springer
Cognitive load theory has been a major influence for the field of educational psychology.
One of the main guidelines of the theory is that extraneous cognitive load should be reduced …

[HTML][HTML] A narrative review of methods used to examine digital gaming impacts on learning and cognition during middle childhood

RM Flynn, E Kleinknecht, AA Ricker… - International Journal of …, 2021‏ - Elsevier
Middle childhood remains a privileged albeit understudied developmental period in studies
examining child–computer interactions, particularly as it pertains to digital game play. Middle …

Examining the relationships between students' perceptions of technology, pedagogy, and cognition: the case of immersive virtual reality mini games to foster …

FJ Agbo, SA Olaleye, M Bower, SS Oyelere - Smart Learning …, 2023‏ - Springer
Researchers are increasingly exploring educational games in immersive virtual reality (IVR)
environments to facilitate students' learning experiences. Mainly, the effect of IVR on …

Opening the black box of gameful experience: Implications for gamification process design

T Leclercq, I Poncin, W Hammedi - Journal of Retailing and Consumer …, 2020‏ - Elsevier
Gamification is attracting the attention of practitioners and researchers because of its power
to generate experiential value for users. However, despite its wide adoption by managers …

Encouraging gameful experience in digital game-based learning: A double-mediation model of perceived instructional support, group engagement, and flow

M Höyng - Computers & Education, 2022‏ - Elsevier
In the current digitalization era, digital game-based learning (DGBL) is used in education to
engage and motivate students. Gameful experience (GE) is a crucial precondition to …

Immersive virtual reality as a tool to improve bridge teaching communication

W Li, J Zhu, P Dang, J Wu, J Zhang, L Fu… - Expert Systems with …, 2023‏ - Elsevier
The objective of bridge teaching is to provide students with knowledge of bridge construction
and lay a solid foundation for further in-depth study and work practice. However, the current …

Perceptions of the use of virtual reality games for chemical engineering education and professional training

C Udeozor, R Toyoda, F Russo Abegão… - Higher Education …, 2021‏ - Taylor & Francis
Virtual Reality (VR) games and simulations are increasingly being used to provide highly
interactive, engaging and contextual learning experiences for learners in otherwise risk …

Impact of rewards on cognitive game performance: Competition with peers increases enjoyment in easy, but not difficult tasks

YZ Hu, HT Wei, M Chignell - Computers in Human Behavior, 2023‏ - Elsevier
Gamification has been widely used in non-gaming contexts to motivate participants to
actively engage in tasks. However, game difficulty can alter the efficacy of different …

Associations between effectiveness of blended learning, student engagement, student learning outcomes, and student academic motivation in higher education

X Han - Education and Information Technologies, 2024‏ - Springer
Blended learning has gained significant popularity; however, there were few empirical
studies on students' perceptions of blended course adaption and blended learning …

Assessment of Digital Games in Technology Education.

M Valentová, P Brečka - International Journal of Engineering …, 2023‏ - search.ebscohost.com
The paper contributes to solving the issue of digital games in education. It explains concepts
such as gamification and Digital Game-Based Learning; it focuses on the typology of games …