Related papers: Computers in Secondary Schools: Educational Games
In the last few years, serious games have become popular, with a consensus of the benefits for teaching cyber security awareness and education. However, there is still a lack of pedagogical driven methodologies and tools to support serious…
Building on game design and education research, this paper introduces narrative-focused role-playing games as a way to promote visualization literacy in young children. Visualization literacy skills are vital in understanding the world…
The introduction of serious games as pedagogical supports in the field of education is a process gaining in popularity amongst the teaching community. This article creates a link between the integration of new pedagogical solutions in…
Video games, just like any other media have both explicit and implicit messages, and they can have impact on physical and mental health of the users. These impacts can be positive or negative. The impacts, the implications and the meanings…
Gamification frameworks can aid in gamification planning for education. Most frameworks, however, do not provide ways to select, relate or recommend how to use game elements, to gamify a certain educational task. Instead, most provide a…
In this paper we revisit some classic board games like Pachisi or the Game of Gosse. The main contribution of the paper is to design and add some functionalities to the games in order to transform them in serious games, that is, in games…
Game-based technologies and mobile learning aids open up many opportunities for learners; however, evidence-based decisions on their appropriate use are necessary. This explorative study (N = 100) examines the role of game elements in…
Commercial video games are increasingly using sophisticated physics simulations to create a more immersive experience for players. This also makes them a powerful tool for engaging students in learning physics. We provide some examples to…
Serious games are gaining popularity as effective teaching and learning tools, providing engaging, interactive, and practical experiences for students. Gamified learning experiences, such as virtual escape rooms, have emerged as powerful…
Under the assumptions that (i) gamification consists of various types of users that experience game design elements differently; and (ii) gamification is deployed in order to achieve some goal in the broadest sense, we pose the gamification…
This chapter reports an empirical teaching experience integrating newsgame creation-serious games addressing current events and contributing to public debate-into an introductory game design course for engineering students. From 2010 to…
With the rising number of cyberattacks, such as ransomware attacks and cyber espionage, educating non-cybersecurity professionals to recognize threats has become more important than ever before. However, traditional training methods, such…
Serious games are beneficial for education in various computer science areas. Numerous works have reported the experiences of using games (not only playing but also development) in teaching and learning. Considering it could be difficult…
Educational games are an increasingly popular teaching tool in modern classrooms. However, the development of complementary tools for teachers facilitating classroom gameplay is lacking. We present the results of a participatory design…
Educational games can foster critical thinking, problem-solving, and motivation, yet instructors often find it difficult to design games that reliably achieve specific learning outcomes. Existing authoring environments reduce the need for…
Although personalization is widely advocated in gamified learning, empirical evidence on how learner characteristics and task context shape motivational preferences remains limited. This study examines how user characteristics and learning…
In this research article, we survey existing quantum physics-related games and, based on this survey, propose a definition for the concept of quantum games. We define a quantum game as any type of rule-based game that either employs the…
The video game industry plays an essential role in the entertainment sphere of our society. However, from Monopoly to Flight Simulators, serious games have also been appealing tools for learning a new language, conveying values, or training…
Promoting exercise and promoting fun in sport and activity is a common goal of schools. However, children and adolescents do not exercise enough, which can favor a number of chronic illnesses. Exercise and sports often require coordination…
It has been challenging to find ways to educate people to have better environmental consciousness. In some cases, people do not know what the right behaviors are to protect the environment. Game engine has been used in the AEC industry for…