2017
DOI: 10.1007/s10639-017-9610-5
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A survey of educational games as interaction design tools for affective learning: Thematic analysis taxonomy

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Cited by 17 publications
(12 citation statements)
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“…The methodology employed to create the taxonomy was based on the process of thematic analysis described in [25]. This analytical method was chosen since it is a widely employed method of analysis in qualitative research that focuses on examining themes or patterns of meaning within data (most commonly text) [32], and has previously been employed successfully to analyze interactive narrative games in great detail [25] as well as create game taxonomies, e.g., [13,130].…”
Section: Methodsmentioning
confidence: 99%
“…The methodology employed to create the taxonomy was based on the process of thematic analysis described in [25]. This analytical method was chosen since it is a widely employed method of analysis in qualitative research that focuses on examining themes or patterns of meaning within data (most commonly text) [32], and has previously been employed successfully to analyze interactive narrative games in great detail [25] as well as create game taxonomies, e.g., [13,130].…”
Section: Methodsmentioning
confidence: 99%
“…Bermain adalah salah satu hal yang menjadi penting karena bermain ini akan menjadi sebuah media pedagogik yang efektif untuk transfer value, dalam ilmu pendidikan dan sebagai sarana transfer knowledge. Selain itu, permainan sebagai suatu aktivitas kegiatan yang dapat mendatangkan kesenangan bagi individu, serta dalam permainan dibebaskan tanpa ada paksaan dan bermain dengan suka rela (Yusoff et al, 2018). Keanekaragaman budaya yang dimiliki Indonesia mulai dari lagu daerah, makanan khas, tarian tradisional hingga permainan tradisional.…”
Section: Pembahasanunclassified
“…Recent surveys on educational games (Yusoff, 2018) revealed that intrinsic engagement by people leads to more advanced learning because they not only accomplish a task willingly, but also devote more of their efforts to learn and will make use of its future (Jabbar and Felicia, 2015). Apparently, engagement influences learning and motivation skills since researchers established the fact that such video games involve multisensory settings as well as stimulating the ability of the players to think and make meaning of what they do.…”
Section: The Proposed Gamementioning
confidence: 99%