2014
DOI: 10.1016/j.sbspro.2014.01.1393
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Evaluating Game-based Learning Effectiveness in Higher Education

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Cited by 48 publications
(37 citation statements)
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“…Motivation is considered a central factor in the majority of reviewed studies (Felicia, 2011;Ljungkvist & Mozelius, 2012;von Wangenheim et al, 2012;Bellotti et al, 2013;Hannig et al, 2013;Ahmad et al, 2013;Pløhn, 2013;Denholm et al, 2012;Dzeng et al, 2014;Lancaster, 2014;Ariffin et al, 2014;Bolliger et al, 2015;Cózar-Gutiérrez, & Sáez-López, 2016;Dankbaar et al, 2016;Fu et al, 2016). Some results suggest the effectiveness of GBL in motivating and achieving learning goals can be found at the lower levels of Bloom's taxonomy (e.g.…”
Section: Motivation and Engagementmentioning
confidence: 99%
“…Motivation is considered a central factor in the majority of reviewed studies (Felicia, 2011;Ljungkvist & Mozelius, 2012;von Wangenheim et al, 2012;Bellotti et al, 2013;Hannig et al, 2013;Ahmad et al, 2013;Pløhn, 2013;Denholm et al, 2012;Dzeng et al, 2014;Lancaster, 2014;Ariffin et al, 2014;Bolliger et al, 2015;Cózar-Gutiérrez, & Sáez-López, 2016;Dankbaar et al, 2016;Fu et al, 2016). Some results suggest the effectiveness of GBL in motivating and achieving learning goals can be found at the lower levels of Bloom's taxonomy (e.g.…”
Section: Motivation and Engagementmentioning
confidence: 99%
“…In an ideal educational computer game, the student would learn through simply playing a game within a virtual simulation which involves the interplay of roles and platforms [3]. Ariffin [2] notes that it is important to understand the users of such systems, i.e. the respondents, because the learning performance through computer games is affected by elements such as culture, primary language, ethnicity and an intrinsic motivation to learn new concepts and skills.…”
Section: Game Based Learning (Gbl)mentioning
confidence: 99%
“…Pemanfaatan game edukasi telah diimplementasikan pada berbagai bidang edukasi. Penelitian tentang pengembangan game edukasi telah dilakukan salah satunya pada game edukasi bidang sejarah yang digunakan untuk meningkatkan motivasi siswa [3]. Selain itu juga dilakukan penelitian tentang dampak diterapkannya game untuk meningkatkan motivasi siswa sekolah dasar dalam pembelajaran geografi [4].…”
Section: Pendahuluanunclassified
“…Penulis mendapati penelitian tentang jenis game yang paling diminati berdasarkan parameter jenis kelamin (gender) penggunanya. [3] Penelitian tersebut mengambil sampel anak-anak usia pra-remaja, yaitu rentang usia 10-15 tahun. Metode yang digunakan adalah dengan melakukan survei dengan jumlah 213 orang dengan komposisi 119 anak laki-laki dan 94 anak perempuan.…”
Section: Pendahuluanunclassified