Related papers: Computers in Secondary Schools: Educational Games
E-learning is a widely used learning method, but with the development of society, traditional E-learning method has exposed some shortcomings, such as the boring way of teaching, so that it is difficult to increase the enthusiasm of…
Naturally, university courses should be designed to attract students, engaging them to achieve learning goals. Toward this end, the use of Serious Games has been proposed in the literature. To address positive effects, such as content…
Serious games are defined as applied games that focus on the gamification of an experience (e.g., learning and training activities) and are not strictly for entertainment purposes. In recent years, serious games have become increasingly…
Phishing continues to be a difficult problem for individuals and organisations. Educational games and simulations have been increasingly acknowledged as enormous and powerful teaching tools, yet little work has examined how to engage users…
Engagement in educational games, a recently popular academic topic, has been shown to increase learning performance, as well as a number of attitudinal factors, such as intrinsic interest and motivation. However, there is a lack of research…
Reflection is a critical aspect of the learning process. However, educational games tend to focus on supporting learning concepts rather than supporting reflection. While reflection occurs in educational games, the educational game design…
The use of educational games for pedagogical practice can provide new conceptions of teaching-learning in an interactive environment stimulating the acquisition of new knowledge. The so-called serious games are focused on the goal of…
Adding game elements to higher education is an increasingly common practice. As a result, many recent empirical studies focus on studying the effectiveness of gamified or game-based educational experiences. The findings of these studies are…
Gamification is an effective strategy for motivating and engaging users, which is grounded in business, marketing, and management by designing games in nongame contexts. Gamifying education, which consists of the design and study of…
When using security questions most users still trade-off security for the convenience of memorability. This happens because most users find strong answers to security questions difficult to remember. Previous research in security education…
Serious games are increasingly being used in cybersecurity education to engage and educate users. Several studies with cybersecurity serious games have shown that they are successful in educating users and the users also find them both fun…
This paper introduces our gamification of a part of our software design curriculum. Based on typical design principles a motivating learning game is developed to train students in software design. We use Bloom's taxonomy to determine…
The design of a serious game is presented that served as an instrument to motivate and aid to Physics education using active and ludic learning, specifically the topic of free fall of objects, with diverse educational purposes, first to…
We extend the theory of disciplinary integration of games for science education beyond the virtual world of games, and identify two key themes of a practice-based theoretical commitment to science learning: (1) materiality in the classroom…
Learning to code, and more broadly, learning about computer science is a growing field of activity and research. Under the label of computational thinking, computational concepts are increasingly used as cognitive tools in many subject…
Prior research has explored potential applications of video games in programming education to elicit computational thinking skills. However, existing approaches are often either too general, not taking into account the diversity of genres…
Accessibility education has been rarely incorporated into the high school curricula. This is a missed opportunity to equip next-generation software designers and decision-makers with knowledge, awareness, and empathy regarding accessibility…
Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to support the design and analysis of…
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…
Gamification is an emerging design principle for information systems where game design elements are applied to non-game contexts. IS researchers have suggested that the IS discipline must study this area but there are other applications…