Drawing the big picture of games in education: A topic modeling-based review of past 55 years

CC Ekin, E Polat, S Hopcan - Computers & Education, 2023 - Elsevier
The literature of games in education has a rich and multidisciplinary content. Due to the
large number of studies in the field, it is not easy to analyze all relevant studies. There are …

Influence of problem-based learning games on effective computer programming learning in higher education

CS Chang, CH Chung, JA Chang - Educational technology research and …, 2020 - Springer
Gaming is a part of today's society, especially for younger generations. Therefore, game-
based approaches are unsurprisingly used for learning achievement. In this study, a game …

Business simulation games analysis supported by human-computer interfaces: A systematic review

CP Ferreira, CS Gonzalez-Gonzalez, DF Adamatti - Sensors, 2021 - mdpi.com
This article performs a Systematic Review of studies to answer the question: What are the
researches related to the learning process with (Serious) Business Games using data …

Assessment of COVID-19's Impact on EdTech: Case Study on an Educational Platform, Architecture and Teachers' Experience

N Lara Nieto-Márquez, A Baldominos… - Education …, 2022 - mdpi.com
The education sector has been confronted with different challenges due to the situation
caused by the pandemic, when families were asked to be confined at home as well as return …

Lernunterstützung mit digitalen Medien in der Grundschule: Theorie und Empirie zur Wirkweise zentraler Funktionen und Gestaltungsmerkmale

R Böhme, M Munser-Kiefer… - Zeitschrift für …, 2020 - epub.uni-regensburg.de
Digitale Medien haben großes Potenzial für die Lernunterstützung, das bislang nicht
ausgeschöpft wird. Dieser Beitrag gibt einen Einblick zum Forschungsstand: Ausgehend …

[HTML][HTML] Ai-induced guidance: Preserving the optimal zone of proximal development

C Ferguson, EL van den Broek… - Computers and Education …, 2022 - Elsevier
Holding the promise of higher learning outcomes, discovery learning utilizes intrinsic
motivation to provide an enjoyable self-directed learning experience. Unfortunately, this …

Un serious game para el desarrollo de las capacidades expresivas corporales y el conocimiento de los Objetivos de Desarrollo Sostenible

PS Orgaz, MH Varo, AH Gándara… - … : nuevas tendencias en …, 2023 - dialnet.unirioja.es
Se presentan los resultados de una intervención educativa desarrollada en el ámbito
universitario que pone en valor el potencial de los juegos de mesa en el aula y su …

Playful-consumption experience and consumer videogame engagement in the lens of SR model: an empirical study

AZ Abbasi, DH Ting, H Hlavacs, MS Fayyaz… - … 2019, Held as Part of the …, 2019 - Springer
This study aims to empirically investigate a conceptual model that is nested in a behaviorism
paradigm. The model posits that consumer videogame engagement is triggered through the …

[HTML][HTML] Using Serious Game Techniques with Health Sciences and Biomedical Engineering Students: An Analysis Using Machine Learning Techniques

MC Sáiz-Manzanares, R Marticorena-Sánchez… - Information, 2024 - mdpi.com
The use of serious games on virtual learning platforms as a learning support resource is
increasingly common. They are especially effective in helping students acquire mainly …

VIDA-Nursing v1. 0: immersive virtual reality in vacuum blood collection among adults

VDD Souza-Junior, IAC Mendes, R Tori… - … latino-americana de …, 2020 - SciELO Brasil
Objective: to develop and validate the first immersive virtual reality simulation addressing
vacuum blood collection in adult patients-VIDA-Nursing v1. 0. Method: methodological study …