Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning

J Hamari, DJ Shernoff, E Rowe, B Coller… - Computers in human …, 2016 - Elsevier
In this paper, we investigate the impact of flow (operationalized as heightened challenge
and skill), engagement, and immersion on learning in game-based learning environments …

Trends and challenges of e-assessment to enhance student learning in higher education

L Guàrdia, G Crisp, I Alsina - Innovative practices for higher …, 2017 - igi-global.com
This chapter provides an overview of current e-assessment activity in Higher Education (HE)
for those interested in improving their assessment practices. Despite substantial changes in …

The effects of flow, emotional engagement, and motivation on success in a gamified online learning environment

ŞÇ Özhan, SA Kocadere - Journal of Educational Computing …, 2020 - journals.sagepub.com
This study aimed to examine the factors that explain academic success in a gamified online
learning environment considering flow, emotional engagement, and motivation. The …

[HTML][HTML] Improving girls' perception of computer science as a viable career option through game playing and design: Lessons from a systematic literature review

K Sharma, JC Torrado, J Gómez, L Jaccheri - Entertainment Computing, 2021 - Elsevier
The objective of exposing girls to Computer Science as a career option has led to research
directed towards gaming activities for girls. These activities include both game play and …

Play it again: how game-based learning improves flow in Accounting and Marketing education

R Silva, R Rodrigues, C Leal - Accounting Education, 2019 - Taylor & Francis
Flow theory is used in this article [Csikszentmihalyi, M.(1990). The domain of creativity] to
determine whether gamified resources, named Accountingame and Marketingame, possess …

A model for aligning assessment with competences and learning activities in online courses

AE Guerrero-Roldán, I Noguera - The Internet and Higher Education, 2018 - Elsevier
This article presents a model for designing e-assessment processes aligned with
competences and learning activities. The authors examined assessment in student …

Effects of gamification on behavioral and cognitive engagement of students in the online learning environment

N Taşkın, E Kılıç Çakmak - International Journal of Human …, 2023 - Taylor & Francis
The study investigated the effects of gamification on behavioral and cognitive engagement
of students in online learning environments. The study was conducted in a quasi …

Pedagogical approaches for e‐assessment with authentication and authorship verification in Higher Education

A Okada, I Noguera, L Alexieva… - British Journal of …, 2019 - Wiley Online Library
Checking the identity of students and authorship of their online submissions is a major
concern in Higher Education due to the increasing amount of plagiarism and cheating using …

[PDF][PDF] The digital revolution: Impact on tourism education

K Çinar - Journal of tourism and gastronomy studies, 2020 - academia.edu
Digital revolution has become a prominent driver of society that incorporates both
advantages and disadvantages for higher education as well as many other organizations …

Pelatihan Aplikasi Game Edukasi Kahoot Untuk Meningkatkan Motivasi Belajar Siswa Di Era Pandemi Covid 19

D Aryani, SPS Patiro, SD Putra - Terang, 2021 - jurnalitpln.id
Abstract Community Service Activities carried out at the Integrated Islamic Elementary
School (SDIT) Insan Rabbani in the Bekasi area, aimed at providing training in the learning …