Archive for the ‘Games’ Category

Game On! Students’ Perceptions of Gamified Learning

 Gamification is presented in the literature as a pedagogical innovation that may increase student engagement and enhance learning. This study explores students’ perceptions of a gamified learning intervention deployed in a large undergraduate module and a small postgraduate module. Given the dearth of previous empirical work, an exploratory approach was used. Focus groups were carried […]

An Approach to Scoring Collaboration in Online Game Environments

 With technological advances, it is now possible to use games to capture information-rich behaviours that reveal processes by which players interact and solve problems. Recent problem-based games have been designed to assess and record detailed interactions between the problem solver and the game environment, and thereby capture salient solution processes in an unobtrusive way (Zoanetti, 2010; Bennett et […]

Teachers´ Acceptance of Educational Video Games: a Comprehensive Literature Review

Educational video games (EVGs) are receiving an increasing attention as an approach to teach new generations of learners, such as millennials, who make an intense use of video games, interactive technologies, and digital networks. Extant academic literature suggest several benefits of using EVGs including increasing students’ motivation towards learning and enhancing engagement in the learning […]

A Critique and Defense of Gamification

Gamification has received increased attention in education in recent years, and is seen as a way to improve student engagement, motivation, attendance, and academic performance. While empirical studies on gamification in higher education are showing modest gains in some areas, this data can be difficult to interpret because of the many ways that gamification can […]

Playful Constructivism: Making Sense of Digital Games for Learning and Creativity Through Play, Design, and Participation

The goal of this article is to provide a conceptual framework to better understand digital games in learning and creative contexts through the dimensions of play, design, and participation. This framework can be used as a guiding tool for the selection, implementation, and evaluation of game-based approaches in formal and informal educational settings, as well […]

Playing and Learning: An iPad Game Development & Implementation Case Study

There is a great deal of enthusiasm for the use of games in formal educational contexts; however, there is a notable and problematic lack of studies that make use of replicable study designs to empirically link games to learning (Young, et al., 2012). This paper documents the iterative design and development of an educationally focused […]

Gamification Is Simply Bells and Whistles

Gamification has become latest buzzword in the learning community. Just as “rapid elearning” was supposed to make everyone able to develop “high quality” elearning content a few years back, vendors and others with vested interest are praising the merits of gamification as a silver bullet to improve the learning experience. eLearn Magazine

2016 Top Gamification Companies List

TrainingIndustry.com continuously monitors the training marketplace looking for the best providers of gamification services/technologies in support of corporate learning and development. TrainingIndustry.com

Playing and Learning: An iPad Game Development & Implementation Case Study

There is a great deal of enthusiasm for the use of games in formal educational contexts; however, there is a notable and problematic lack of studies that make use of replicable study designs to empirically link games to learning (Young, et al., 2012). This paper documents the iterative design and development of an educationally focused […]

The Factor-Criteria Model Of Assessment Of Electronic Educational Game Resources In Mathematics For Primary School Students

This article proves the need for a comprehensive assessment of electronic educational game resources in mathematics for the primary school students; gives the definition of “the factor-criteria model of the electronic educational game resources (EEGR)”. It also describes the created model, which consists of requirements for the content, methodological and program parts of the electronic […]