Playing seriously–How gamification and social cues influence bank customers to use gamified e-business applications

LF Rodrigues, A Oliveira, CJ Costa - Computers in human behavior, 2016 - Elsevier
The development of business applications with game features has given rise to a new trend
called gamification and challenged e-banking to introduce new game elements, such as …

Alternate reality games as an informal learning tool for generating STEM engagement among underrepresented youth: A qualitative evaluation of the source

M Gilliam, P Jagoda, C Fabiyi, P Lyman… - Journal of Science …, 2017 - Springer
This project developed and studied The Source, an alternate reality game (ARG) designed
to foster interest and knowledge related to science, technology, engineering, and math …

A systemic review of AI for interdisciplinary learning: Application contexts, roles, and influences

C Cai, G Zhu, M Ma - Education and Information Technologies, 2024 - Springer
Interdisciplinary learning requires students to integrate knowledge and methods from
different disciplines, prompting advanced skills development and knowledge construction by …

The teacher-centered perspective on Digital Game-Based Learning: Quantitative and qualitative evaluation methods from diverse disciplines

T Nieland, A Fehrenbach, M Marowsky… - Game-based learning …, 2021 - Springer
Teachers play a key role in implementing digital game-based learning (DGBL) in
educational institutions. Their individual acceptance of the method is a critical factor for the …

The source: An alternate reality game to spark STEM interest and learning among underrepresented youth

M Gilliam, A Bouris, B Hill, P Jagoda - Journal of STEM Education …, 2016 - jstem.org
Abstract Alternate Reality Games (ARGs) are multiplayer role-playing games that use the
real world as their primary platform and incorporate a range of media, including video …

El juego como elemento neuroeducativo. un análisis desde la reflexión y el desarrollo de habilidades.

JC Rhenals-Ramos - 2024 - upnblib.pedagogica.edu.co
En los últimos años, el juego ha tenido un incremento importante en su utilización a nivel
educativo; sin embargo, en la escuela su práctica regular aun es limitada, estos hechos …

Using games for learning, from the students' perspectives

AA Razak, T Connolly - European Conference on Games …, 2013 - search.proquest.com
The hours of exposure to the digital world is claimed to be profoundly affecting and changing
this generation's learning styles and abilities. To make learning more appealing to the …

Transitioning to digital games-based learning: The case of Scottish Universities

AA Razak, MIZ Abidin, TM Connolly - … and Administration of Higher …, 2019 - emerald.com
Studies have shown various benefits of using technology especially digital games in making
classroom learning more engaging and motivating. In Scotland, a new approach to …

Investigation and development of a tangible technology framework for highly complex and abstract concepts

C De Raffaele - 2019 - repository.mdx.ac.uk
The ubiquitous integration of computer-supported learning tools within the educational
domain has led educators to continuously seek effective technological platforms for teaching …

El Juego como Elemento Neuroeducativo. Un Análisis desde la Reflexión y el Desarrollo Habilidades.

J Camilo Rhenals-Ramos - Lúdica Pedagógica, 2022 - search.ebscohost.com
En los últimos años, el juego ha tenido un incremento importante en su utilización a nivel
educativo, sin embargo, en la escuela su práctica regular aun es limitada, estos hechos …