Gamification for educational purposes: What are the factors contributing to varied effectiveness?

Z Luo - Education and Information Technologies, 2022 - Springer
Gamification refers to the use of game-design elements or mechanisms in non-game
contexts to promote the expected behaviours. Though theoretically promising, empirical …

Determinants of the perceived usefulness (PU) in the context of using gamification for classroom-based ESL teaching: A scale development study

Z Luo - Education and Information Technologies, 2023 - Springer
The current study is a scale development one that investigates the determinants of PU in the
context of using gamified learning tools for classroom-based English-as-a-second-language …

Children programming games: A strategy for measuring computational learning

L Werner, J Denner, S Campe - ACM Transactions on Computing …, 2014 - dl.acm.org
This article reports the results of a study of the relationship of computer game programming
to computational learning (CL). The results contribute to the growing body of knowledge …

Supporting teachers adopting game-based learning in formal education: A systematic literature review

M Assaf, T Spil, G Bruinsma - Proceedings of the European …, 2021 - books.google.com
The COVID-19 pandemic has reinforced the significance of adopting a technological-
approach for advancing the future of education, underscoring the need to bring …

Serious games design: A mapping of the problems novice game designers experience in designing games

S Theodosiou, I Karasavvidis - Journal of e-Learning and …, 2015 - learntechlib.org
One of the main problems the field of Serious Game Design is facing concerns the gap
between game design and educational design. It has become evident that to optimize the …

A game for learning history on mobile devices

S Cruz, AAA Carvalho, I Araújo - Education and Information Technologies, 2017 - Springer
This paper presents a game designed to support teaching and learning of Portuguese
History to 6th grade students. Firstly, a state of the art of mobile game-based learning for …

A Large-Scale Study to Profile Teachers' Use of Games in the Classrooms: From Concerns to Adoption

T Jesmin, K Osula, K Niglas, T Ley - Technology, Knowledge and Learning, 2024 - Springer
Several positive effects of the use of games in classroom teaching have been reported.
However, in order to make game-based learning effective, teachers' current practices, their …

[PDF][PDF] Language for specific purposes and graphic-adventure videogames: supporting content and language learning

RC Pitarch - Obra digital, 2017 - pdfs.semanticscholar.org
The use of videogames for educational purposes seems to increasingly be in the eye of
teachers and publishers of didactic materials. Videogames can be a great support for …

Fenomena" META" di Facebook Pada Ibu-Ibu, Refleksi Berkembangnya Media Sosial sebagai Platform Informasi, Mencari Dukungan dan Membangun Identitas

R Rikarno, T Yuliani - Istinarah: Riset Keagamaan …, 2024 - ejournal.uinmybatusangkar.ac.id
This study explores the phenomenon of" META" on Facebook that occurs among mothers as
a reflection of the development of social media as a platform for information, seeking …

Smartphone Serious Games as a Motivating Resource in the LSP Classroom

R Casañ-Pitarch - Journal of Foreign Language Education and …, 2018 - ceeol.com
The use of technologies in the educational field tends to be discussed every time a new
gadget is launched regardless of the subject or content area in which it could be applied. In …