A review of immersive virtual reality serious games to enhance learning and training

D Checa, A Bustillo - Multimedia Tools and Applications, 2020 - Springer
The merger of game-based approaches and Virtual Reality (VR) environments that can
enhance learning and training methodologies have a very promising future, reinforced by …

The effect of games and simulations on higher education: a systematic literature review

D Vlachopoulos, A Makri - … Journal of Educational Technology in Higher …, 2017 - Springer
The focus of higher education institutions is the preparation of future professionals. To
achieve this aim, innovative teaching methods are often deployed, including games and …

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 …

Assessing the effectiveness of digital game-based learning: Best practices

A All, EPN Castellar, J Van Looy - Computers & Education, 2016 - Elsevier
In recent years, research into the effectiveness of digital game-based learning (DGBL) has
increased. However, a large heterogeneity in methods for assessing the effectiveness of …

MEEGA+, systematic model to evaluate educational games

G Petri, C Gresse von Wangenheim… - Encyclopedia of computer …, 2024 - Springer
There are multiple ways in which some or all of the research at the intersection of machine
learning and computer games can be surveyed. One can survey the applications of one …

Computational thinking in education: Where does it fit? A systematic literary review

J Lockwood, A Mooney - arXiv preprint arXiv:1703.07659, 2017 - arxiv.org
Computational Thinking (CT) has been described as an essential skill which everyone
should learn and can therefore include in their skill set. Seymour Papert is credited as …

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 …

Student-centred digital game–based learning: a conceptual framework and survey of the state of the art

TE Coleman, AG Money - Higher Education, 2020 - Springer
Student-centred learning forms a major driver behind educational policy and practice in the
modern day. With a drive towards embracing the possibilities of technology within the …

To learn scientifically, effectively, and enjoyably: A review of educational games

J Zeng, S Parks, J Shang - Human Behavior and Emerging …, 2020 - Wiley Online Library
With the rapid development of technology, the variety, quality, performance, and social
penetration of video games has reached an unprecedented height. The cross‐border …

The effectiveness of adaptive versus non‐adaptive learning with digital educational games

S Vanbecelaere, K Van den Berghe… - Journal of Computer …, 2020 - Wiley Online Library
For the training of academic skills, digital educational games with integrated adaptivity are
promising. Adaptive games are considered superior to non‐adaptive games, because they …