Entertainment video games for academic learning: A systematic review

L Martinez, M Gimenes… - Journal of Educational …, 2022 - journals.sagepub.com
Entertainment video games are very popular among young audiences. Nevertheless,
despite their potential to improve cognitive functioning, they are still studied rarely as a tool …

How study environments foster academic procrastination: Overview and recommendations

F Svartdal, TI Dahl, T Gamst-Klaussen… - Frontiers in …, 2020 - frontiersin.org
Procrastination is common among students, with prevalence estimates double or even triple
those of the working population. This inflated prevalence indicates that the academic …

A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and …

RL Lamb, L Annetta, J Firestone, E Etopio - Computers in Human Behavior, 2018 - Elsevier
Educational games and simulations provide teachers with powerful tools for teaching
students in the sciences. Within the broad category of educational gaming, there are several …

[图书][B] Studying gamification: The effect of rewards and incentives on motivation

G Richter, DR Raban, S Rafaeli - 2015 - Springer
Gamification is the use of game design elements in non-game contexts to encourage a
desired type of behavior. In recent years gamification systems have been applied in …

A systematic review of augmented reality game-based Learning in STEM education

J Yu, AR Denham, E Searight - Educational technology research and …, 2022 - Springer
Recent advances in digital technology have increased the use of digital games for
educational purposes, resulting in greater utilization of an important pedagogical approach …

Using gamification to support learning in K‐12 education: A systematic literature review

H Dehghanzadeh, M Farrokhnia… - British Journal of …, 2024 - Wiley Online Library
Using gamification to support learning in K‐12 education has received much attention from
scholars in recent years. However, there is still a lack of comprehensive understanding of …

Remote monitoring of physical rehabilitation of stroke patients using IoT and virtual reality

O Postolache, DJ Hemanth, R Alexandre… - IEEE Journal on …, 2020 - ieeexplore.ieee.org
The statistics highlights that physical rehabilitation are required nowadays by increased
number of people that are affected by motor impairments caused by accidents or aging …

Video game design for learning to learn

A Pasqualotto, J Parong, CS Green… - International Journal of …, 2023 - Taylor & Francis
Over the past 20 years, the proposal that immersive media, such as video games, can be
leveraged to enhance brain plasticity and learning has been put to the test. This expanding …

Success factors for serious games to enhance learning: a systematic review

WS Ravyse, A Seugnet Blignaut, V Leendertz… - Virtual Reality, 2017 - Springer
There is no doubt that an abundance of factors exists that makes learning with serious
games successful. Research articles reporting on these factors, however, tend to focus on …

[图书][B] Medienpädagogik

D Süss, C Lampert, CW Wijnen - 2010 - Springer
Wir freuen uns sehr, mit dem vorliegenden Band die inzwischen dritte Auflage unseres
Studienbuches vorlegen zu können. Bereits im Vorwort zur 2. Auflage hatten wir angesichts …