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Enhancing the educational value of video games
Computers in Entertainment, 2009Lowering the barrier between education and real entertainment is an important challenge in order to better exploit the potential of computers and reach a demographic that is traditionally averse to learning. To this end, it is important to investigate how to exploit the appeal of video games (VGs) to also favor and induce learning via playing video ...
Riccardo Berta
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Impact of video game experience and gender differences in educational video games
2009 Joint Conferences on Pervasive Computing (JCPC), 2009Despite the emergent research of educational video games, video gaming experience and associated gender disparity are two important factors that have been overlooked when determining optimal learning environments for educational video games. For those who lack experience, educational video games may tax cognitive load and preclude informal learning ...
Andrew Tawfik +2 more
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Supporting Narrative Design in Video Games: Proposal and Case Study with an Educational Video Game
International Journal of Human-Computer InteractionAmong the elements to consider when designing a video game, narrative stands out due to its importance in contextualizing and motivating. However, there are no standard processes for creating interactive digital narratives. In educational video games, a suitable narrative is even more essential to captivate players with a story, which serves as a ...
Núria Medina-Medina +2 more
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Computers in Entertainment, 2003
Fully integrated into the everyday lives of millions of young people throughout the world, video games are a vital part of contemporary culture and society. But the reaction of many authorities and the majority of educators has been to discredit video games by assuming their negative effects.
Miguel de Aguilera, Alfonso Mendiz
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Fully integrated into the everyday lives of millions of young people throughout the world, video games are a vital part of contemporary culture and society. But the reaction of many authorities and the majority of educators has been to discredit video games by assuming their negative effects.
Miguel de Aguilera, Alfonso Mendiz
openaire +1 more source
Serious Video Games: Games for Education and Health
2012 Ninth International Conference on Information Technology - New Generations, 2012Every game in the market is made in an effort to play, produce, teach, motivate, socialize, communicate and educate different cultures. The gamer is exposed to different types of games that can be categorized into a casual game, serious game and advergame.
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Personalization of Educational Video Games in APOGEE
2020Gamification of education is a fact in recent years. This method for imperceptible learning is used in many countries and schools all over the world. The advantages and disadvantages of the educational games according, to students and teachers, are shortly explained here.
Valentina Terzieva +2 more
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2010
There has been an abundance of writing about video games1 in education. Characteristic of a young field, much of this work is theoretical and not necessarily based on data (de Freitas, 2006). Classroom integration strategies rely on researchers’ arguments, anecdotal evidence, and teachers’ pragmatism.
P.G. Schrader +2 more
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There has been an abundance of writing about video games1 in education. Characteristic of a young field, much of this work is theoretical and not necessarily based on data (de Freitas, 2006). Classroom integration strategies rely on researchers’ arguments, anecdotal evidence, and teachers’ pragmatism.
P.G. Schrader +2 more
openaire +1 more source
Gaming and Learning Analytics for Educational Video Games
AHFE International, 2021The design and development of educational video games, and the realization of a successful video game project, often requires the research and analysis of data as a key element for success. Increasingly companies are integrating analytics tools into their structures, taking advantage of the analytics capabilities.
Yavor Dankov +2 more
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The impact of video games on Students’ educational outcomes
Entertainment Computing, 2021Abstract The use of video games among both youths and elders has been recognised as a remarkable trend and a global success for the video game companies. Although some of these games might be useful in certain academic areas, the majority of students have been using them from a leisure perspective and consequently became addicted users.
Slobodan Adzic +3 more
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