2006
DOI: 10.17011/ht/urn.2006518
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Evaluations of an Experiential Gaming Model

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Cited by 123 publications
(67 citation statements)
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References 22 publications
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“…Moreover, Hwang, Sung, et al (2012), , Hwang, Wu, et al (2012) indicated that educational computer games can be considered as a situated learning environment in which students acquire skills and knowledge from the process of playing the games. Specifically, DGBL can afford a meaningful environment for developing students' problem-solving abilities (Kiili, 2007;Kim et al, 2009).…”
Section: Digital Game-based Learningmentioning
confidence: 99%
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“…Moreover, Hwang, Sung, et al (2012), , Hwang, Wu, et al (2012) indicated that educational computer games can be considered as a situated learning environment in which students acquire skills and knowledge from the process of playing the games. Specifically, DGBL can afford a meaningful environment for developing students' problem-solving abilities (Kiili, 2007;Kim et al, 2009).…”
Section: Digital Game-based Learningmentioning
confidence: 99%
“…Lee and Chen (2009) explored the impacts of different prompts and levels of prior knowledge on problem solving in non-routine mathematical situations, and found that prior knowledge and comprehensive mathematical ability were important factors related to the problem-solving effect. Furthermore, Kiili (2007) indicated that authenticity, collaboration and learning by doing were the key factors of effectively conducting educational games.…”
Section: Digital Game-based Learningmentioning
confidence: 99%
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“…Some educational games are very complex. Educational technology still lacks in research on how to design game environment that foster knowledge construction and deepen understanding and problem solving while engaging and entertaining the player at the same time [4].…”
Section: Introductionmentioning
confidence: 99%