Overview of research on the educational use of video games

S Egenfeldt-Nielsen - Nordic journal of digital literacy, 2006 - idunn.no
This paper overviews research on the educational use of video games by examining the
viability of the different learning theories in the field, namely behaviorism, cognitivism …

[ΒΙΒΛΙΟ][B] Understanding video games: The essential introduction

S Egenfeldt-Nielsen, JH Smith, SP Tosca - 2019 - taylorfrancis.com
From Pong to virtual reality, Understanding Video Games, 4th Edition, takes video game
studies into the next decade of the twenty-first century, highlighting changes in the area …

[ΒΙΒΛΙΟ][B] Beyond edutainment: Exploring the educational potential of computer games

S Egenfeldt-Nielsen - 2011 - books.google.com
Computer games have attracted much attention over the years, mostly attention of the less
flattering kind. This has been true for computer games focused on entertainment, but also for …

Multiplayer online games as educational tools: Facing new challenges in learning

F Paraskeva, S Mysirlaki, A Papagianni - Computers & Education, 2010 - Elsevier
This paper outlines a proposal for the development of educational multiplayer online games
based on the activity theory, as an alternative to the current trend in multiplayer gaming and …

Why students engage in “gaming the system” behavior in interactive learning environments

R Baker, J Walonoski, N Heffernan, I Roll… - Journal of Interactive …, 2008 - learntechlib.org
In recent years there has been increasing interest in the phenomena of “gaming the system,”
where a learner attempts to succeed in an educational environment by exploiting properties …

Develo** a generalizable detector of when students game the system

RSJ Baker, AT Corbett, I Roll, KR Koedinger - User Modeling and User …, 2008 - Springer
Some students, when working in interactive learning environments, attempt to “game the
system”, attempting to succeed in the environment by exploiting properties of the system …

Incorporating teacher intelligence into digital games: An expert system‐guided self‐regulated learning approach to promoting EFL students' performance in digital …

ST Chu, GJ Hwang, SY Chien… - British Journal of …, 2023 - Wiley Online Library
In recent years, several studies have reported the potential of employing digital games in
EFL (English as Foreign Language) courses to promote students' learning motivation …

Operationalizing and detecting disengagement within online science microworlds

JD Gobert, RS Baker, MB Wixon - Educational Psychologist, 2015 - Taylor & Francis
In recent years, there has been increased interest in engagement during learning. This is of
particular interest in the science, technology, engineering, and mathematics domains, in …

In vivo experiments on whether supporting metacognition in intelligent tutoring systems yields robust learning

K Koedinger, V Aleven, I Roll… - … of metacognition in …, 2009 - api.taylorfrancis.com
One of the most challenging issues that confronts educational researchers is explaining how
students learn in self-regulated contexts, such as when studying or practicing on their own …

Using information visualization to promote students' reflection on" gaming the system" in online learning

M **a, Y Asano, JJ Williams, H Qu, X Ma - Proceedings of the seventh …, 2020 - dl.acm.org
" Gaming the system" is the phenomenon where students attempt to perform well by
systematically exploiting properties of the learning system, rather than learning the material …