This chapter documents the process and preliminary results of a two year project in which a team of MIT researchers, in close collaboration with local educators, designed and tested …
Besides the pure application of serious games as tools for knowledge transfer, a further trend has been observed in the last few years: The creation of games as an opportunity to …
M Black, L Donelan, T Higgins… - MCAST Journal of …, 2019 - journal.mcast.edu.mt
This study, pursues the following three goals, namely the introduction and discussion regarding Blockchain technologies in education in general and serious games in particular; …
There is little doubt that the shift from offline-to online learning environments goes hand in hand with an increasing use of gamification-and game-based learning strategies. The …
N König, A Pfeiffer - Proceedings of the 2019 Connected Learning …, 2020 - kilthub.cmu.edu
For almost 12 years, the Center for Applied Game Studies at the Danube-University Krems, Austria, has conducted game-based learning (GBL) research. Guided by the aim to enable …
W Elmenreich, RR Schallegger, F Schniz, S Gabriel… - Springer
Savegame Savegame Wilfried Elmenreich· René Reinhold Schallegger Felix Schniz· Sonja Gabriel· Gerhard Pölsterl Wolfgang B. Ruge Hrsg. Agency, Design, Engineering Perspektiven …
T Westin, G Lange, M Wiklund… - … on Games Based …, 2015 - search.proquest.com
Computer games can be designed as tools for school, but formal education can also be game-oriented based on dialogue enabling the use of commercial-off-the-shelf (COTS) …