1993
DOI: 10.1300/j025v09n02_11
|View full text |Cite
|
Sign up to set email alerts
|

Learning from Video Games

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
8
0

Year Published

2005
2005
2022
2022

Publication Types

Select...
7
2
1

Relationship

0
10

Authors

Journals

citations
Cited by 34 publications
(8 citation statements)
references
References 4 publications
0
8
0
Order By: Relevance
“…It is available to assist and guide players to finish the game, and it is important for educational game [19]. This factor is a crucial game feature [20,21] which may be completely different from game to game. For instance, the operation mode in a first-person shooter (FPS) game differs from that in a role-playing game (RPG), which is typically played from a third-person perspective.…”
Section: Interaction All Interactions and Conflicts Occurringmentioning
confidence: 99%
“…It is available to assist and guide players to finish the game, and it is important for educational game [19]. This factor is a crucial game feature [20,21] which may be completely different from game to game. For instance, the operation mode in a first-person shooter (FPS) game differs from that in a role-playing game (RPG), which is typically played from a third-person perspective.…”
Section: Interaction All Interactions and Conflicts Occurringmentioning
confidence: 99%
“…Likewise, they could repeatedly negotiate the unfamiliar parts with the system feedback in order to increase their learning achievements. Digital game-based learning presents abundant characteristics, appealing to students' learning motivation, including: representation, fun, playfulness, goals, interactivity, outcome feedback, win states, competition/challenge, problem solving, tasks and story (Felix & Johnson, 1993;Prensky, 2001;Fan & Su,2015;Su & Fan,2014;Su & Cheng,2015). Varying game levels could add a sense of playfulness to monotonous classes and a non-overwhelming challenge to the more difficult ones.…”
Section: State Of the Literaturementioning
confidence: 99%
“…Juul (2003) suggested that games consist of six elements: rules, variable quantifiable outcome, player effort, valorization of the outcome, attachment of the player to the outcome, and negotiable consequences. According to de Felix and Johnson (1993), games are composed of dynamic visuals, interactivity, rules, and a goal. Malone and Lepper (1987) mentioned challenge, curiosity, control, and fantasy as integral features of…”
Section: What Game Attributes Are Being Studied?mentioning
confidence: 99%