Related papers: Levantamento de Requisitos para Jogos Educativos I…
This study attempts to provide a better understanding of the user dimension as a factor in software game success. It focuses mainly on an empirical investigation of the effect of user factors on the software game development process and…
Play is a fundamental aspect of developmental growth, yet many parents encounter significant challenges in fulfilling their caregiving roles in this area. As online content increasingly serves as the primary source of parental guidance,…
The competitive pressures in China's primary and secondary education system have persisted despite decades of policy interventions aimed at reducing academic burdens and alleviating parental anxiety. This paper develops a game-theoretic…
Educational games are commonly used to motivate students and provide enhanced learning opportunities. Apps and mobile games play an increasingly important role in education and smartphones are part of the daily lives of most female…
Mobile Collaborative Learning Games combine all the ingredients necessary to attract students' attention and engage them in learning activities. However, designing a coherent game scenario that combines mobility, game mechanics and…
This study aims to review and get information on the different mobile game applications and the possibility of being a supplementary tool for learning to enhance and empower the e-Learning aspect of a Technical Education and Skills…
In recent years, studies in different areas have used gamification to improve users' flow experience. However, due to the high variety of the conducted studies and the lack of secondary studies (e.g., systematic literature reviews) in this…
In higher education, gamification offers the prospect of providing a pivotal shift from traditional asynchronous forms of engagement, to developing methods to foster greater levels of synchronous interactivity and partnership between and…
Encouraging children to read frequently and helping them to develop their reading skills as effectively as possible can be a challenge for some primary schools. This research questions whether the use of a game-based intervention can…
This work introduces a unified framework for analyzing games in greater depth. In the existing literature, players' strategies are typically assigned scalar values, and equilibrium concepts are used to identify compatible choices. However,…
In order to facilitate analyzing video games as learning systems and instructional designs as games, we present a theoretical framework that integrates ideas from a broad range of literature. The framework describes games in terms of four…
Education sector is adopting new technologies for both teaching and learning pedagogy. Augmented Reality (AR) is a new technology that can be used in the educational pedagogy to enhance the engagement with students. Students interact with…
There has been an increasing interest in the debate on the value and relevance using video games for learning. Some of the interest stems from frustration with current educational methods. However, some of this interest also stems from the…
The potential of using video games as well as gaming engines for educational and research purposes is promising, especially with the current progress of Industry 4.0 technologies such as augmented and virtual reality devices. However, it is…
Evolutionary games are studied where the teaching activity of players can evolve in time. Initially all players following either the cooperative or defecting strategy are distributed on a square lattice. The rate of strategy adoption is…
Confidence intervals provide a way to determine plausible values for a population parameter. They are omnipresent in research articles involving statistical analyses. Appropriately, a key statistical literacy learning objective is the…
We present a case study and an experience report on teaching engineering skills to young learners in the 7 to 10 years age group. Teaching engineering skills through a constructivist approach involving hands-on activities by designing and…
Context: New systems have emerged within the Industry 4.0 paradigm. These systems incorporate characteristics such as autonomy in decision making and acting in the context of IoT systems, continuous connectivity between devices and…
Amazon's Alexa is now widely available and shows interesting potential as a platform for hosting CALL games aimed at children. In this paper, we describe an initial informal experiment where we created some simple CALL games and made them…
We attempt to automate various artistic processes by inventing a set of drawing games, analogous to the approach taken by emergent language research in inventing communication games. A critical difference is that drawing games demand much…