Instructional Techniques to Facilitate Learning and Motivation of Serious Games 2016
DOI: 10.1007/978-3-319-39298-1_2
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Towards a Game-Based Learning Instructional Design Model Focusing on Integration

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Cited by 22 publications
(15 citation statements)
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“…Despite the commercial value, educational digital games require the integration of an educational element with the aforementioned game elements. Some of the studies discuss several game elements that act as a factor in successful educational digital games including the core and motivating elements (Adams, 2014;Alaswad & Nadolny, 2015;Ke, 2016;Mildner et al, 2015;Ralph & Monu, 2015;Rosly & Khalid, 2017;Tan, 2016;Vandercruysse & Elen, 2017).…”
Section: The Need For Game Elementsmentioning
confidence: 99%
“…Despite the commercial value, educational digital games require the integration of an educational element with the aforementioned game elements. Some of the studies discuss several game elements that act as a factor in successful educational digital games including the core and motivating elements (Adams, 2014;Alaswad & Nadolny, 2015;Ke, 2016;Mildner et al, 2015;Ralph & Monu, 2015;Rosly & Khalid, 2017;Tan, 2016;Vandercruysse & Elen, 2017).…”
Section: The Need For Game Elementsmentioning
confidence: 99%
“…Simply exchanging human opponents with artificial entities or abstract state representations might affect learning-related variables, such as emotions or cognitive load. Therefore, the influence of adaptive artificial competition within educational video games must be systematically analyzed, especially as investigations of individual game mechanics with systematic variations of their nuances are still scarce (Ke, 2016;Vandercruysse and Elen, 2017), and further experimental exploration of theory-driven design recommendations is requested (Clark et al, 2016). Therefore, the purpose of this study is to experimentally explore the impact of different social entities and the potential of adaptive elements within artificial entities on the learning process.…”
Section: Introductionmentioning
confidence: 99%
“…Bedwell et al (2012) outlined 19 game attributes under nine categories. However, in both the serious games (Clark, Tanner-Smith, & Killingsworth, 2016; Vandercruysse & Elen, 2017) and gamification (Landers, 2014) literatures, there is not a clear understanding of what specific game attributes or combination of game attributes work optimally under what conditions and in what situations. At an even more basic level, little is known about how game elements affect individual behaviors/attitudes (Bielik, 2012; Landers, Bauer, & Callan, 2017), which may explain the mixed results found in gamified experiences (Hamari et al, 2014; Seaborn & Fels, 2015).…”
Section: Introductionmentioning
confidence: 99%