Improving student creativity through digital technology products: A literature review

C Tang, S Mao, SE Naumann, Z ** and sustaining 21st century skills?
M Romero, M Usart, M Ott - Games and culture, 2015 - journals.sagepub.com
Serious games (SG) are innovative tools that are widely recognized as having considerable
potential to foster and support active learning. This article addresses the question of whether …

Playability: analysing user experience in video games

JLG Sánchez, FLG Vela, FM Simarro… - Behaviour & …, 2012 - Taylor & Francis
Currently, few studies focus on analysing the degree of the Player eXperience (PX) in video
games. Video games have now become interactive entertainment systems with a high …

Customizing scaffolds for game-based learning in physics: Impacts on knowledge acquisition and game design creativity

GYM Kao, CH Chiang, CT Sun - Computers & Education, 2017 - Elsevier
Scaffolds in games have the potential to facilitate learning effects in addition to assisting the
gaming process. However, studies on game-based science learning usually only adopt …

Defining ubiquity: Introduction to the Routledge Handbook of Sport and New Media

AC Billings, M Hardin, NA Brown - Routledge handbook of sport …, 2014 - taylorfrancis.com
By definition, a Handbook covers a great deal of intellectual terrain. However, the Routledge
Handbook of Sport and New Media canvasses not just a great deal of scholarship, but also …

[PDF][PDF] Game-based learning studies in education journals: A systematic review of recent trends

U Bakan, U Bakan - Actualidades Pedagógicas, 2018 - core.ac.uk
This study investigates descriptively the use of game-based applications in learning and
teaching environments. Each empirical finding was categorized according to paper title, year …

Minecraft and machinima in action: Development of creativity in the classroom

M Checa-Romero, I Pascual Gómez - Technology, Pedagogy and …, 2018 - Taylor & Francis
Numerous studies show the positive effects of introducing video games into learning
contexts. These instruments help develop twenty-first-century skills, such as creativity, from a …

A Holistic Digital Game-Based Learning Approach to Out-of-School Primary Programming Education.

T Panskyi, Z ROWIŃSKA - Informatics in education, 2021 - ceeol.com
This paper presents an innovative educational approach to organizing the out-of-school
teaching of programming in middle childhood. The proposed DGBL model includes three …

The impact of video game play on human (and orc) creativity

ND Bowman, R Kowert, CJ Ferguson - Video games and creativity, 2015 - Elsevier
The impact of video games on society has been debated for decades. In this chapter, we
examine the potential impact of video games, both violent and nonviolent, on players' …