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One of the main difficulties remains the collaboration between the various experts involved in designing the Learning Games (LG). Our literature review focuses on the pitfalls and principles that have been identified by various authors in…
Digital innovation in education has revolutionized teaching and learning processes, demanding a rethink of pedagogical competence among educators. This study evaluates the preparation of instructors to use digital technologies into their…
Today, the large number of players and the high computational requirements of video games have motivated research on Green Video Games. We present a survey that provides an overview of this recent research area. A total of 2,637 papers were…
While much of the research in digital games has emphasized hedonic experiences, such as flow, enjoyment, and positive affect, recent years have seen increased interest in eudaimonic gaming experiences, typically mixed-affect and associated…
The Global Games Jam (GGJ) attracts many people who are passionate about games development, coming from a range of educational backgrounds. Therefore, the event can be experienced by novices and student developers as an opportunity for…
Gamification design has benefited from data-driven approaches to creating strategies based on students characteristics. However, these strategies need further validation to verify their effectiveness in e-learning environments. The…
Students of visualization come to formal education with an abundance of personal experience. However, one's exposure to graphics through media and education may not be sufficiently diverse to appreciate the nuance and complexity required to…
Recent advancements in artificial intelligence (AI) have broadened the applicability of AI-generated images across various sectors, including the creative industry and design. However, their utilization in educational contexts, particularly…
As digital games continue to be explored as solutions to educational and behavioural challenges, the need for evaluation methodologies which support both the unique nature of the format and the need for comparison with other approaches…
This survey comprehensively reviews the multi-dimensionality of game scenario diversity, spotlighting the innovative use of procedural content generation and other fields as cornerstones for enriching player experiences through diverse game…
The study aims to develop an application that will serve as an alternative learning tool for learning Asian Studies. The delivery of lessons into a virtual reality game depends on the pace of students. The developed application comprises…
This article reports on a case study on teachers' video-enhanced education. Considering the fact that video exemplification is a thriving practice in the field although there is little consensus in the literature regarding its instructional…
Help facilities have been crucial in helping users learn about software for decades. But despite widespread prevalence of game engines and game editors that ship with many of today's most popular games, there is a lack of empirical evidence…
The flipped classroom model has been widely acknowledged as a practical pedagogical approach to enhancing student engagement and learning. However, it faces challenges such as improving student interaction with learning content and peers,…
Game development is an interdisciplinary concept that embraces artistic, software engineering, management, and business disciplines. This research facilitates a better understanding of important dimensions of digital game development…
University teachers often feel the need to try innovative learning technologies such as Learning Games to motivate the new generation of students. However, the typically limited resources of universities coupled with the high cost of…
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…
Software Engineering is an applied discipline and concepts are difficult to grasp only at a theoretical level alone. In the context of a project management course, we introduced and evaluated the use of software process simulation (SPS)…
Background and Context: Few instruments exist to measure students' CS engagement and learning especially in areas where coding happens with creative, project-based learning and in regard to students' self-beliefs about computing. Objective:…
This study investigates learners' preferences for game design elements (GDEs) in educational contexts to inform the development of purpose-driven gamification strategies. It emphasizes a learner-centered approach that aligns gamification…