AS Lu, T Baranowski, D Thompson… - GAMES FOR HEALTH …, 2012 - liebertpub.com
This article reviews research in the fields of psychology, literature, communication, human– computer interaction, public health, and consumer behavior on narrative and its potential …
S Mishra, G Malhotra - International Journal of Information Management, 2021 - Elsevier
Gamification on the mobile platform through the concept of online games has the potential to create unprecedented engagement with customers. With the growth in the gamification …
One of the central challenges of integrating game-based learning in school settings is helping learners make the connections between the knowledge learned in the game and the …
Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world." Serious games" is …
JS Breuer, G Bente - Eludamos: Journal for Computer Game Culture, 2010 - eludamos.org
Serious games have become a key segment in the games market as well as in academic research. Although the number of games that identify themselves as belonging to this …
RE Mayer, CI Johnson - Journal of Educational Computing …, 2010 - journals.sagepub.com
Students learned about electrical circuits in an arcade-type game consisting of 10 levels. For example, in one level students saw two circuits consisting of various batteries and resistors …
The fundamental goal of this research is to elucidate the important characteristics of current serious games, thus providing a tool through which future research can examine the impact …
This study examines the effects of integrating instructional support in the form of a prompt that highlights the importance of learning from the educational game. We set out to answer …
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 …