Playing for real: video games and stories for health-related behavior change
BACKGROUND: Video games provide extensive player involvement for large numbers of
children and adults, and thereby provide a channel for delivering health behavior change …
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 …
(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
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 …
reward system) on first and second graders' engagement during digital game-based …
Educational game design for online education
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 …
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 …
researchers and developers to gather opinions about technology from children. In …
Abductive science inquiry using mobile devices in the classroom
Recent advancements in digital technology have attracted the interest of educators and
researchers to develop technology-assisted inquiry-based learning environments in the …
researchers to develop technology-assisted inquiry-based learning environments in the …
[HTML][HTML] Finding fun in non-formal technology education
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 …
education, two different types of technology education with varying levels of non-formality …
FunQ: Measuring the fun experience of a learning activity with adolescents
Researchers and practitioners in learning sciences, educational technology and child-
computer interaction often argue that fun is an essential element of learning. Therefore …
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
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 …
ensuring that heterogeneous populations will be able to interact easily with innovative …
< e-Adventure>: Introducing educational games in the learning process
Within the last years educational games have attracted some attention from the academic
community. Multiple enhancements of the learning experience are usually attributed to …
community. Multiple enhancements of the learning experience are usually attributed to …