Educational games-are they worth the effort? A literature survey of the effectiveness of serious games

P Backlund, M Hendrix - … on games and virtual worlds for …, 2013 - ieeexplore.ieee.org
Over the last decade educational games have become more and more popular. There are
many games specifically designed as educational games, as well as a number of …

Exploring the potential of computer and video games for health and physical education: A literature review

M Papastergiou - Computers & Education, 2009 - Elsevier
This study aims at critically reviewing recently published scientific literature on the use of
computer and video games in Health Education (HE) and Physical Education (PE) with a …

Gamification: The effect on student motivation and performance at the post-secondary level

M Lister - Issues and Trends in Educational Technology, 2015 - learntechlib.org
Computer games are increasingly part of the daily activities of Canadian students of all
ages, and have been shown to support student motivation and learning however can be …

A qualitative meta-analysis of computer games as learning tools

F Ke - … and simulations: Concepts, methodologies, tools and …, 2011 - igi-global.com
Drawing on grounded theory approach and a qualitative meta-analysis, this chapter intends
to systematically review and synthesize the theories, methods, and findings of both …

Digital games in the classroom? A contextual approach to teachers' adoption intention of digital games in formal education

F De Grove, J Bourgonjon, J Van Looy - Computers in Human behavior, 2012 - Elsevier
Interest in using digital games for formal education has steadily increased in the past
decades. When it comes to actual use, however, the uptake of games in the classroom …

“Access to technology is the major challenge”: Teacher perspectives on barriers to DGBL in K-12 classrooms

C Hébert, J Jenson… - E-Learning and Digital …, 2021 - journals.sagepub.com
In this article, we report on a study of 32 teachers and their implementation of a digital game
designed to support the human and physical geography curriculum in grades 7 and 8 in the …

Oyun-tabanlı öğrenme ortamlarının öğrencilerin bilgisayar dersindeki başarıları ve öz-yeterlik algıları üzerine etkileri

E Bayırtepe, H Tüzün - Hacettepe Üniversitesi Eğitim Fakültesi …, 2007 - dergipark.org.tr
Bu çalışmada eğitsel bilgisayar oyunlarının ilköğretim öğrencilerinin bilgisayar dersindeki
başarıları ve bilgisayar öz-yeterlik algıları üzerine etkileri araştırılmıştır. Bu amaçla, ilköğretim …

Encouraging gameful experience in digital game-based learning: A double-mediation model of perceived instructional support, group engagement, and flow

M Höyng - Computers & Education, 2022 - Elsevier
In the current digitalization era, digital game-based learning (DGBL) is used in education to
engage and motivate students. Gameful experience (GE) is a crucial precondition to …

A theoretical framework for serious game design: exploring pedagogy, play and fidelity and their implications for the design process

P Rooney - International Journal of Game-Based Learning (IJGBL), 2012 - igi-global.com
It is widely acknowledged that digital games can provide an engaging, motivating and “fun”
experience for students. However an entertaining game does not necessarily constitute a …

Exploring the educational potential of three-dimensional multi-user virtual worlds for STEM education: A mixed-method systematic literature review

N Pellas, I Kazanidis, N Konstantinou… - Education and …, 2017 - Springer
The present literature review builds on the results of 50 research articles published from
2000 until 2016. All these studies have successfully accomplished various learning tasks in …