[HTML][HTML] Effects of digital game-based STEM education on students' learning achievement: a meta-analysis

LH Wang, B Chen, GJ Hwang, JQ Guan… - International Journal of …, 2022 - Springer
Many researchers have explored the impact of digital games on learning effects in different
STEM subjects. The purpose of this meta-analysis is to examine the effect of digital game …

Computer games in education

RE Mayer - Annual review of psychology, 2019 - annualreviews.org
Visionaries offer strong claims for the educational benefits of computer games, but there is a
need to test those claims with rigorous scientific research and ground them in evidence …

Problem-based learning in live online classes: Learning achievement, problem-solving skill, communication skill, and interaction

A Aslan - Computers & Education, 2021 - Elsevier
The purpose of the study is to investigate the effect of first aid training in live online classes
using the problem-based learning approach on students' learning achievement, problem …

Learning science in immersive virtual reality.

J Parong, RE Mayer - Journal of Educational Psychology, 2018 - psycnet.apa.org
The goals of the study were (a) to compare the instructional effectiveness of immersive
virtual reality (VR) versus a desktop slideshow as media for teaching scientific knowledge …

The effective components of creativity in digital game-based learning among young children: A case study

N Behnamnia, A Kamsin, MAB Ismail… - Children and Youth …, 2020 - Elsevier
Recent studies regarding digital game-based learning (DGBL) are increasing, having the
potential to enable new forms of learning, however, it remains unclear how DGBL …

Student acceptance of virtual laboratory and practical work: An extension of the technology acceptance model

R Estriegana, JA Medina-Merodio, R Barchino - Computers & Education, 2019 - Elsevier
The development of Internet technologies and new ways of sharing information has
facilitated the emergence of a variety of elearning scenarios. However, in technological …

Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning

J Hamari, DJ Shernoff, E Rowe, B Coller… - Computers in human …, 2016 - Elsevier
In this paper, we investigate the impact of flow (operationalized as heightened challenge
and skill), engagement, and immersion on learning in game-based learning environments …

An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games

EA Boyle, T Hainey, TM Connolly, G Gray, J Earp… - Computers & …, 2016 - Elsevier
Continuing interest in digital games indicated that it would be useful to update Connolly et
al.'s (2012) systematic literature review of empirical evidence about the positive impacts and …

[HTML][HTML] Seamless flipped learning: a mobile technology-enhanced flipped classroom with effective learning strategies

GJ Hwang, CL Lai, SY Wang - Journal of computers in education, 2015 - Springer
The flipped classroom has been recognized by educators as an innovative and effective
instructional approach. It totally overthrows traditional instruction by switching in-class …

Using design-science based gamification to improve organizational security training and compliance

M Silic, PB Lowry - Journal of management information systems, 2020 - Taylor & Francis
We conducted a design-science research project to improve an organization's compound
problems of (1) unsuccessful employee phishing prevention and (2) poorly received internal …