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- research-articleOctober 2024
Circular Synergy City: Designing a Board Game for Fostering Collaboration Among Circular Economy Stakeholders
NordiCHI '24: Proceedings of the 13th Nordic Conference on Human-Computer InteractionArticle No.: 28, Pages 1–14https://doi.org/10.1145/3679318.3685361Makerspaces have emerged as potential facilitators of the transition from the linear economic model to a circular economy (CE). This transition necessitates collaboration among diverse stakeholders to create sustainable, yet resilient systems. However, ...
- research-articleSeptember 2024
Uncovering the theoretical basis of user types: An empirical analysis and critical discussion of user typologies in research on tailored gameful design
- Jeanine Kirchner-Krath,
- Maximilian Altmeyer,
- Linda Schürmann,
- Bastian Kordyaka,
- Benedikt Morschheuser,
- Ana Carolina Tomé Klock,
- Lennart Nacke,
- Juho Hamari,
- Harald F.O. von Korflesch
International Journal of Human-Computer Studies (IJHC), Volume 190, Issue Chttps://doi.org/10.1016/j.ijhcs.2024.103314AbstractGamification has become one of the main areas in information systems and human–computer interaction research related to users’ motivations and behaviors. Within this context, a significant research gap is the lack of understanding of how users’ ...
Highlights- We empirically analyzed the most common user typologies in gamification research.
- Several types from different typologies are related, partly contradicting theory.
- The types converge on five factors that could represent vital user ...
- ArticleSeptember 2024
An Experimental Study of Facial Expressions in Collaborative Teams that Quit a Game-Based Learning Task: Within-Team Competition vs. No Within-Team Competition
Technology Enhanced Learning for Inclusive and Equitable Quality EducationPages 105–119https://doi.org/10.1007/978-3-031-72315-5_8AbstractIn collaborative learning, emotions serve crucial functions that regulate task progress and social relationships among the team members. Although the research on the role of emotions in collaborative learning has been emerging, there is limited ...
- ArticleJune 2024
Contextualizing Plans: Aligning Students Goals and Plans During Game-Based Inquiry Science Learning
AbstractA key aim for science education is the improvement of scientific reasoning through inquiry-based learning which asks students to “think and act like scientists”. This requires the regulation of specific skills and abilities such as identifying ...
- ArticleJune 2024
How Hexad Player Types Affect Student Behaviour in Three Versions of a Peer-Quizzing Game
AbstractIn recent years, game-based learning has gained significant attention as an engaging and effective approach to promoting knowledge acquisition and retention. Among various game mechanics, peer quizzing fosters active participation, social ...
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- ArticleJune 2024
Enhancing Emergency Decision-Making Skills Through Game-Based Learning: A Forest Fire Simulation Exercise Game
AbstractNatural disasters create a demand for emergency exercises, but traditional drill methods present many inconveniences. This study began with online and field research on similar products, proposing a simulation game design framework for emergency ...
- research-articleAugust 2024
Criteria for Assessing the Quality of Educational Games and Their Impact on Student Learning Outcomes
- Dim Shaiakhmetov,
- Remudin Reshid Mekuria,
- Gulnaz Gimaletdinova,
- Mohammad Imtiyaz Gulbarga,
- Zhenishbek Orozakhunov,
- Mohammad Tauheed Khan,
- Artur Davletshin
CompSysTech '24: Proceedings of the International Conference on Computer Systems and Technologies 2024Pages 200–206https://doi.org/10.1145/3674912.3674925In this work we have studied the criteria for assessing the quality of educational games and their impact on student learning outcomes by designing two experiments that were conducted in a duration of total of 6 years. The first experiment involves ...
- research-articleJune 2024
Codeseum: Learning Introductory Programming Concepts through Virtual Reality Puzzles
IMX '24: Proceedings of the 2024 ACM International Conference on Interactive Media ExperiencesPages 192–200https://doi.org/10.1145/3639701.3656306When learning programming concepts, beginners face challenges that lead to decreased motivation, Game-Based Learning (GBL) uses game principles to make learning more engaging, and VR has been explored as a way to enhance GBL further. This paper explores ...
- research-articleMay 2024
Toward Supporting Adaptation: Exploring Affect’s Role in Cognitive Load when Using a Literacy Game
- Minghao Cai,
- Genaro Rebolledo Mendez,
- Gisele Arevalo,
- Sin Sze Tang,
- Yalmaz Ali Abdullah,
- Carrie Demmans Epp
CHI '24: Proceedings of the 2024 CHI Conference on Human Factors in Computing SystemsArticle No.: 671, Pages 1–17https://doi.org/10.1145/3613904.3642150Educational technologies have been argued to enhance specific aspects of affect, such as motivation, and through that learner experiences and outcomes. Until recently, affect has been considered separately from cognition. In this study, we investigated ...
- research-articleMarch 2024
Learning experience assessment through players chat content in multiplayer online games
AbstractAssessing players’ learning experiences in a proper manner is a fundamental aspect of successful game-based learning programs. One notable characteristic of these programs is stealth assessment, which involves integrating formative assessment ...
Highlights- The in-game online chat system is one of the common tools in multiplayer online games.
- The proposed method can determine the skill level of players using their in-game chat messages.
- We demonstrate how to fine-tune and utilize ...
- research-articleJanuary 2024
Enhancing primary school students’ performance, flow state, and cognitive load in visual arts education through the integration of augmented reality technology in a card game
Education and Information Technologies (KLU-EAIT), Volume 29, Issue 12Pages 15441–15461https://doi.org/10.1007/s10639-024-12456-xAbstractIn visual arts education, understanding abstract concepts and intricate symbolism is crucial for appreciating traditional art. However, traditional teaching methods often fail to facilitate students’ grasp of these ideas, resulting in reduced ...
- research-articleJanuary 2024
Leveraging ensemble learning for stealth assessment model with game-based learning environment
Soft Computing - A Fusion of Foundations, Methodologies and Applications (SOFC), Volume 28, Issue 4Pages 3509–3517https://doi.org/10.1007/s00500-023-09605-8AbstractA distinguishing feature of intelligent game-based learning environment is its capacity for assisting stealth assessment. Stealth assessment gathers data regarding student competency in an invisible way and enables drawing valid inferences with ...
- research-articleDecember 2023
Analysis of learning effectiveness and behavioral patterns of cognitive scaffolding and collaborative problem-solving processes in a historical educational game
Education and Information Technologies (KLU-EAIT), Volume 29, Issue 10Pages 12911–12941https://doi.org/10.1007/s10639-023-12387-zAbstractThe trend in history education is gradually emphasizing the development of historical thinking and collaborative problem-solving skills, which are expected to enhance the breadth and depth of learners' thinking. The integration of game-based ...
- research-articleDecember 2023
JEDi - a digital educational game to support student training in identifying portuguese-written fake news: Case studies in high school, undergraduate and graduate scenarios
- Treice de Oliveira Moreira,
- Cláudio Azevedo Passos,
- Flávio Roberto Matias da Silva,
- Paulo Márcio Souza Freire,
- Isabel Fernandes de Souza,
- Cláudia Rödel Bosaipo Sales da Silva,
- Ronaldo Ribeiro Goldschmidt
Education and Information Technologies (KLU-EAIT), Volume 29, Issue 10Pages 11815–11845https://doi.org/10.1007/s10639-023-12309-zAbstractThe problem of propagating disinformation (a.k.a. fake news) on social media has increased significantly in the last few years. There are several initiatives around the world to combat this serious problem. Maybe the most promising ones involve ...
- research-articleDecember 2023
Game elements enhance engagement and mitigate attrition in online learning tasks
AbstractA growing body of literature suggests that adding game elements to learning tasks indirectly influences the learning process by increasing engagement with the tasks. The present study aims to advance learning engagement research by examining an ...
Highlights- Relations between game elements, engagement, and learning outcomes are examined
- Use of game elements mitigates participant dropout early in an online learning task
- Learning outcomes are affected by game elements indirectly via task ...
- ArticleNovember 2023
Collectible Content – Towards a Modular Ecosystem of Intrinsically Integrated Gameplay: The Case of Fractions
AbstractDesigning a good game is hard. Designing a learning game might be even harder as it requires engaging game elements to be aligned with the respective learning content. However, when this alignment is successful—referred to as intrinsic integration—...
- ArticleNovember 2023
An Engaging Serious Game that Strengthens High School Students’ Understanding of the Periodic Table
- Thomas Bjørner,
- Nick B. Blume,
- Nicolaj J. D. Frederiksen,
- Victor S. Hjort,
- Amalie F. H. Mørck,
- Martin Ø. Petersen
AbstractThis study aimed to strengthen Danish high school students’ understanding of the periodic table by designing a serious game. The study included 46 students from two classes in chemistry. One class with 24 students was included in the experimental ...
- research-articleFebruary 2024
Understanding the effect of Fantasy in Augmented Reality Game-Based Learning from a Player Journey Perspective
CHCHI '23: Proceedings of the Eleventh International Symposium of Chinese CHIPages 55–60https://doi.org/10.1145/3629606.3629613Contemporary young generations face numerous 21st-century learning challenges, including motivation deficiency, distraction, low effectiveness, etc. Fantasy in game-based learning, creating imaginative and fictional situations that deviate from real-life ...
- research-articleNovember 2023
The Effect of Mobile Learning on School-Aged Students’ Science Achievement: A Meta-analysis
Education and Information Technologies (KLU-EAIT), Volume 29, Issue 1Pages 517–544https://doi.org/10.1007/s10639-023-12240-3AbstractBuilding on past studies showing that mobile learning improves learning outcomes and differs within a domain (e.g., science), this meta-analysis models domain-specific differences (e.g., learning activities) that drive these differences in science ...
- ArticleOctober 2023
Gamification as a Learning Strategy in the Training of B1 English Learners
Proceedings of the 18th Latin American Conference on Learning Technologies (LACLO 2023)Pages 49–59https://doi.org/10.1007/978-981-99-7353-8_5AbstractThroughout the years, education has been exposed to constant changes and it is imperative to implement new and modern pedagogical models. Traditional teaching needs new innovative and technological elements to complement the learning process. ...