2017
DOI: 10.1007/978-3-319-49879-9_2
|View full text |Cite
|
Sign up to set email alerts
|

An Overview of Serious Game Engines and Frameworks

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
13
0

Year Published

2019
2019
2024
2024

Publication Types

Select...
4
3
1

Relationship

0
8

Authors

Journals

citations
Cited by 21 publications
(13 citation statements)
references
References 14 publications
0
13
0
Order By: Relevance
“…Furthermore, GBL differs from gamification, which simply involves typical game elements within learning settings, such as rewards, in traditional educational activities [27,28]. Serious games (SG), defined as tools that aim to enhance entertainment with utility goals, including learning, are also recently finding wide application in the educational context [29,30].…”
Section: Game-based Learning and Stem Education: A Brief Overviewmentioning
confidence: 99%
See 1 more Smart Citation
“…Furthermore, GBL differs from gamification, which simply involves typical game elements within learning settings, such as rewards, in traditional educational activities [27,28]. Serious games (SG), defined as tools that aim to enhance entertainment with utility goals, including learning, are also recently finding wide application in the educational context [29,30].…”
Section: Game-based Learning and Stem Education: A Brief Overviewmentioning
confidence: 99%
“…Detailed results d is presented in Figure 2 and Table 2. (57,12); mental (43,42); DGBL (39,05); flow (32,94); measure (32,58); game (26,24); motivation (23,98); feeling (22,31); frustration (22,3); intention_to_play (22,3); outcome_expectancy (22,3); post_test (22,19); knowledge (21,95); pre_test (21,6) Flow experience and in-game performance significantly impacted students' post test scores (…) We measured their science self-efficacy, science outcomeexpectancy beliefs, flow experience, feelings of frustration, and conceptual_understanding before and after playing_the_game (…) This study examined the effects of reality-based interaction and VR on measures of student motivation and mental workload, in a mental arithmetic game (… application (36,2); methodology (29,36); COVID-19 (28,55); pandemic (20,17); usability (20,17); active (18,1); disability (17,8); teaching_and_learning…”
Section: -2019 Student_engagement (2401);mentioning
confidence: 99%
“…The game design toolkit often resembles an integrated development environment (B. Cowan and B. Kapralos 2014).…”
Section: Selection Of a Game Enginementioning
confidence: 99%
“…Frameworks and patterns (1 and 2) guide game creators in selecting individual application related functionality [28] and knowing how to combine them to solve a particular problem [29][30][31]. With respect to game engines (3) the guidance provided is at the level of programming frameworks and software environments on the smartphone [26,[32][33][34][35][36]. With regard to functionality that is key to application design (4), several articles refer to functionality such as storytelling [7] and design and play setups [8,37], which address the design of the application itself and not the overall software architecture.…”
Section: Introductionmentioning
confidence: 99%