An integrated view of information feedback, game quality, and autonomous motivation for evaluating game-based learning effectiveness

YC Liu, WT Wang, TL Lee - Journal of Educational …, 2021 - journals.sagepub.com
Critical factors that influence the value of digital game-based learning (DGBL) for enhancing
learning effectiveness remain debatable. Based on the self-determination theory (SDT) …

Global trends in flow theory research within gameful environments: A sco** review, bibliometric analysis and agenda for future studies

W Oliveira, J Hamari - Hawaii International Conference on …, 2024 - researchportal.tuni.fi
A key challenge of any gameful environment (eg, gamified systems, simulators, and board
games) is to lead users to an engaging experience. Over the years, one of the most coveted …

Balancing learning and enjoyment in serious games: Kerbal Space Program and the communication mediation model

S Rosenthal, RA Ratan - Computers & Education, 2022 - Elsevier
When designed well, serious games can support effective learning. This study used the
communication mediation model to examine the process and outcomes of playing serious …

[HTML][HTML] Cybersecurity Enhancement through Blockchain Training (CEBT)–A serious game approach

A Mittal, MP Gupta, M Chaturvedi… - International Journal of …, 2021 - Elsevier
Blockchain technology is increasingly finding traction in diverse areas such as finance,
supply-chain management, and cloud services because of its ability to provide robust …

Improving serious games by crowdsourcing feedback from the STEAM online gaming community

C Moro, C Phelps, J Birt - The Internet and Higher Education, 2022 - Elsevier
The inclusion of game-based learning in tertiary institutions is increasing as educators seek
ways to enhance student engagement and motivation. During the development process for …

Enhancing students' engagement through a business simulation game: A qualitative study within a higher education management course

D Pitic, T Irimiaș - The International Journal of Management Education, 2023 - Elsevier
In this article, we investigate, through a qualitative feedback session organised in form of
focus groups, if and how a business simulation game (BSG) can enhance students' …

Ask ChatGPT first! Transforming learning experiences in the age of artificial intelligence

L Gao, ME López-Pérez, I Melero-Polo… - Studies in Higher …, 2024 - Taylor & Francis
Chatbots have transformed educational practices, and ChatGPT represents a significant
development in this domain. However, more research is needed to determine how user …

[HTML][HTML] An online serious game for decision-making on food-water-energy nexus policy

M Ghodsvali, G Dane, B de Vries - Sustainable Cities and Society, 2022 - Elsevier
Food-water-energy nexus is a complex problem characterized by multiple alternatives,
conflicting objectives, and multiple uncertainties about key drivers like climate change …

[HTML][HTML] Interactive somatosensory games in rehabilitation training for older adults with mild cognitive impairment: usability study

CH Chang, CH Yeh, CC Chang, YC Lin - JMIR serious games, 2022 - games.jmir.org
Background In aging societies, dementia risk increases with advancing age, increasing the
incidence of dementia-related degenerative diseases and other complications, especially …

Evaluating Chinese government WeChat official accounts in public service delivery: A user-centered approach

T Jiang, Y Wang, T Lin, L Shangguan - Government Information Quarterly, 2021 - Elsevier
WeChat official accounts have been increasingly adopted by Chinese government agencies
to deliver public services, in response to the “Internet+ Public Service” reformation. While …