Playing for real: video games and stories for health-related behavior change

T Baranowski, R Buday, DI Thompson… - American journal of …, 2008 - Elsevier
BACKGROUND: Video games provide extensive player involvement for large numbers of
children and adults, and thereby provide a channel for delivering health behavior change …

Augmented reality applications for K-12 education: A systematic review from the usability and user experience perspective

ELC Law, M Heintz - International Journal of Child-Computer Interaction, 2021 - Elsevier
In the past two decades, we have witnessed soaring efforts in applying Augmented Reality
(AR) technology in education. Several systematic literature reviews (SLRs) were conducted …

Children's engagement during digital game-based learning of reading: The effects of time, rewards, and challenge

M Ronimus, J Kujala, A Tolvanen, H Lyytinen - Computers & Education, 2014 - Elsevier
This study investigated the effects of two game features (the level of challenge and the
reward system) on first and second graders' engagement during digital game-based …

Educational game design for online education

P Moreno-Ger, D Burgos, I Martínez-Ortiz… - Computers in Human …, 2008 - Elsevier
The use of educational games in learning environments is an increasingly relevant trend.
The motivational and immersive traits of game-based learning have been deeply studied in …

Validating the Fun Toolkit: an instrument for measuring children's opinions of technology

JC Read - Cognition, Technology & Work, 2008 - Springer
The paper presents the Fun Toolkit (v3), a survey instrument that has been devised to assist
researchers and developers to gather opinions about technology from children. In …

Abductive science inquiry using mobile devices in the classroom

S Ahmed, D Parsons - Computers & Education, 2013 - Elsevier
Recent advancements in digital technology have attracted the interest of educators and
researchers to develop technology-assisted inquiry-based learning environments in the …

[HTML][HTML] Finding fun in non-formal technology education

M Pienimäki, M Kinnula, N Iivari - International Journal of Child-Computer …, 2021 - Elsevier
In this exploratory study into the world of 8–17-year-old children's non-formal technology
education, two different types of technology education with varying levels of non-formality …

FunQ: Measuring the fun experience of a learning activity with adolescents

G Tisza, P Markopoulos - Current Psychology, 2023 - Springer
Researchers and practitioners in learning sciences, educational technology and child-
computer interaction often argue that fun is an essential element of learning. Therefore …

Usability testing for serious games: Making informed design decisions with user data

P Moreno-Ger, J Torrente, YG Hsieh… - Advances in Human …, 2012 - Wiley Online Library
Usability testing is a key step in the successful design of new technologies and tools,
ensuring that heterogeneous populations will be able to interact easily with innovative …

< e-Adventure>: Introducing educational games in the learning process

J Torrente, Á Del Blanco, EJ Marchiori… - IEEE EDUCON 2010 …, 2010 - ieeexplore.ieee.org
Within the last years educational games have attracted some attention from the academic
community. Multiple enhancements of the learning experience are usually attributed to …