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1061
Students’ Engagement and Motivation in Gamified Learning
Published 2023-11-01“…Recently, technology has been increasingly integrated into higher education through gamified learning, which applies game design principles to educational content. The purpose of the present paper is to assess and depict the engagement of students in the field of economics and business in gamified learning and to understand the relationship between engagement and motivation in gamified learning, elements less studied in the context of economics and business higher education, as shown in the literature. …”
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1062
Effects of Digital Game-Based Learning on Elementary Science Learning: A Systematic Review
Published 2019-01-01“…The findings of this review can benefit educational computer game designers, educators, and practitioners in the area of science education, particularly at the elementary level.…”
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1063
Gamification vs. Privacy: Identifying and Analysing the Major Concerns
Published 2019-03-01“…Gamification, the use of game design elements in applications that are not games, has been developed to provide attractive environments and maintain user interest in several domains. …”
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1064
Developing Serious Video Games to Treat Attention Deficit Hyperactivity Disorder: Tutorial Guide
Published 2022-08-01“…Following recommendations from the literature to create game-based treatments, we describe the development stages of a serious video game for treating ADHD. Game design should consider the interests of future users; game mechanics should be based on cognitive exercises; and therapeutic mechanisms must include the control of difficulty, engagement, motivation, time constraints, and reinforcement. …”
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1065
Gamification Equilibrium: The Fulcrum for Balanced Intrinsic Motivation and Extrinsic Rewards in Learning Systems
Published 2023-09-01“…The phenomenon uses game design elements and game principles to create better user experience on a system or activity. …”
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1066
Game-based assessment framework for virtual reality, augmented reality and digital game-based learning
Published 2023-06-01“…Importantly, this paper also presents the application of the framework to the design and implementation of assessments for a VR game during the game design phase. Grounded in the principles of Constructive Alignment and the Evidence-Centred Design (ECD) framework, this assessment framework describes the steps to consider for assessments and outlines the components that must be aligned for the design of assessments. …”
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1067
Brain activity and connectivity differences in reward value discrimination during effort computation in schizophrenia
Published 2021“…Twenty-eight adults with schizophrenia and twenty healthy volunteers underwent functional magnetic resonance while completing a lottery game designed to capture reward-related cognitive processes. …”
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Article -
1068
Brain activity and connectivity differences in reward value discrimination during effort computation in schizophrenia
Published 2022“…Twenty-eight adults with schizophrenia and twenty healthy volunteers underwent functional magnetic resonance while completing a lottery game designed to capture reward-related cognitive processes. …”
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1069
Patterns of Engagement in an Educational Massively Multiplayer Online Game: A Multidimensional View
Published 2021“…Therefore, it is necessary to develop models that can measure quantitatively how learners are engaging with learning games to inform game designers and educators, and to find ways to maximize learner engagement. …”
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1070
Iterative user and expert feedback in the design of an educational virtual reality biology game
Published 2021“…Cellverse is being designed by the Collaborative Learning Environments in Virtual Reality (CLEVR) team, an interdisciplinary team consisting of game designers, educational researchers, and graduate and undergraduate students. …”
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1071
Manufactory : promoting 3D spatial skills with productive failure and educational games
Published 2021“…This demonstrates that our 3D educational game design provided an engaging environment for the problem-solving phase, which serves as the primary motivation for effective absorption of the concepts in the delayed instruction phase. …”
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Conference Paper -
1072
Design and development of an alchemy-related puzzle video game (A)
Published 2022“…This report focuses on the author’s contributions which includes the development of the game designs, consisting of art assets, animations and cutscenes, drawn using Clip studio Paint, which were then integrated onto Unity. …”
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Final Year Project (FYP) -
1073
Serious game for VR road crossing in special needs education
Published 2023“…The VR serious game operates on multiple types of platforms, with various user interaction inputs including the Microsoft Kinect sensor, keyboard, mouse, and touch screen. The game design and methodology will be described in this paper. …”
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Journal Article -
1074
Revitalizing endangered languages: a digital gamification approach to introduce and sustain Tenyidie culture
Published 2023“…To introduce this language to the global audience and sustain its use among younger generations, we propose a digital gamification approach that combines storytelling, game design, and language learning. Our project aims to collect and digitalize Tenyidie folktales, which were an integral part of the oral tradition in Nagaland. …”
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Final Year Project (FYP) -
1075
Development of Cognitive Training Game to Enhance Cognitive Process of Children with Learning Difficulty
Published 2021“…One of the encouraging findings in the current study is the neuro game designed by the researchers can be used as an inventory to measure individual attention level and accuracy response to stimuli.…”
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1076
Designing a Kadazandusun language learning application with gamification
Published 2023“…Gamification, defined as the strategic infusion of game design elements into non-gaming contexts, is instrumental in enhancing participant engagement and involvement. …”
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Proceedings -
1077
Reliable User Datagram Protocol as a Solution to Latencies in Network Games
Published 2018-11-01“…This suggests that game designers or researchers need to rely on a small-scale testbed to collect performance data. …”
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1078
A Design of Virtual Reality Based Game for Dual Enhancement of City Monuments and Brand Image
Published 2024-03-01“…The main research question focuses on empirically establishing the impact of virtual reality on video game design, including its influence on in-game cultural placement and its potential to enhance the retention of legacy game experiences within players’ memories. …”
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1079
Rising in the ranks!: learning math or playing games?
Published 2023-12-01“…The MathExplorer app is a location-based mobile game designed to enhance and gamify math walks. In our broader research, we investigated a group of 18 middle grade learners who used MathExplorer to engage in math walks at a local nature preserve. …”
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Article -
1080
Design strategies for VR science and education games from an embodied cognition perspective: a literature-based meta-analysis
Published 2024-01-01“…A meta-analysis of 40 studies was conducted to examine teaching content, game interaction, and immersion mode.ResultsThe study found that (1) VR science and education games have a moderately positive impact on the overall learning effect; (2) regarding teaching content, the learning effect of skill training via VR science and education games is significant; (3) regarding interaction form, the learning effect on active interaction is significantly better than that of passive interaction; (4) regarding immersion mode, somatosensory VR games have a significant impact on the enhancement of students’ learning; (5) regarding application disciplines, VR science education games have a greater impact on science, engineering, language and other disciplines; (6) regarding academic segments, the learning effect on college students is most significant; and (7) regarding experimental intervention time, short-term intervention is most effective.DiscussionAccordingly, this article proposes strategies for VR science game design from the perspective of embodied cognition: a five-phase strategy including skill training, human-computer interaction, and environmental immersion, aiming to improve the learning effect and experience of users.…”
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Article