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Publication search results
found 141 matches
- 2024
- Santiago Criollo-C, Andrea Guerrero-Arias, Diego Buenaño-Fernández, Sergio Luján-Mora:
Usability and Workload Evaluation of a Cybersecurity Educational Game Application: A Case Study. IEEE Access 12: 12771-12784 (2024) - Hacer Efe, Ünsal Umdu Topsakal:
A meta-synthesis study in interactive learning environments: digital games in health education. Interact. Learn. Environ. 32(4): 1319-1329 (2024) - Fawad Ahmad Rana, Yuk Lam Tsang, Tak Wa Yip:
Music Corner - A Feasibility Study for Creating a Gesture-Based Rhythm Game for Music Education Inspired by Solfege Hand Signs. CHI Extended Abstracts 2024: 637:1-637:4 - Wen Huei Chou, Bing Shuan Chuang:
Application of Digital Game-Based Learning in Popular Science Education: A Case Study on Taiwan Butterfly Ecology Conservation. HCI (59) 2024: 290-300 - Guozhang Ma, Ping Li, Ke Fang, Yueer Mao, Chu Zhang:
A Study of Ethics Education Game Design Based on a Reflective Framework. HCI (59) 2024: 329-336 - Yingxiang Lu, Jiaming Lan, Kangkang Li:
Enhancing AI Education Through Educational Games: Evidence From a Meta-Analysis Study. ICEIT 2024: 72-77 - 2023
- Man-Ying Chen, Joni Tzuchen Tang:
Developing a digital game for excel skills learning in higher education - a comparative study analyzing differences in learning between digital games and textbook learning. Educ. Inf. Technol. 28(4): 4143-4172 (2023) - Daniel Cardona Valencia, Fray Alonso Betancur Duque:
Technology Acceptance Model (TAM): A Study of Teachers' Perception of the Use of Serious Games in the Higher Education. Rev. Iberoam. de Tecnol. del Aprendiz. 18(1): 123-129 (2023) - Amira Sghari, Fatma Bouaziz:
Determinants of the intention to use serious games technology in entrepreneurship education: an empirical study of Tunisian teachers. Interact. Technol. Smart Educ. 20(1): 1-18 (2023) - Huizhong Liu, Zengqing Wu, Yili Lu, Ling Zhu:
Exploring the Balance Between Computational Thinking and Learning Motivation in Elementary Programming Education: An Empirical Study With Game-Based Learning. IEEE Trans. Games 15(1): 95-107 (2023) - Shun Hattori, Madoka Takahara:
A Study on Human-Computer Interaction with Text-to/from-Image Game AIs for Diversity Education. HCI (5) 2023: 471-486 - Madoka Takahara, Shun Hattori:
A Study on HCI of a Collaborated Nurture Game for Sleep Education with Child and Parent. HCI (5) 2023: 169-181 - Zhang Zhang, Zhiyi Xu:
Study on VR Science Educational Games Based on Participatory Design and Flow Theory. HCI (31) 2023: 239-251 - Roberto Farias, Wilk Oliveira, Juho Hamari:
An Early Case Study Analyzing Teachers' Acceptance Towards of the Use of Gameful Approaches in Education in Brazil. ICALT 2023: 304-306 - Konrad Biercewicz, Anna Borawska, Mariusz Borawski, Jaroslaw Duda:
VR educational game in public awareness campaign preventing the spread of COVID-19 - a pilot study. KES 2023: 2057-2066 - 2022
- Janne Tyni, Anni Tarkiainen, Sonsoles López-Pernas, Mohammed Saqr, Juho Kahila, Roman Bednarik, Matti Tedre:
Games and Rewards: A Scientometric Study of Rewards in Educational and Serious Games. IEEE Access 10: 31578-31585 (2022) - Bruce M. McLaren, J. Elizabeth Richey, Huy Anh Nguyen, Xinying Hou:
How instructional context can impact learning with educational technology: Lessons from a study with a digital learning game. Comput. Educ. 178: 104366 (2022) - Katelyn M. Grasse, Max Kreminski, Noah Wardrip-Fruin, Michael Mateas, Edward F. Melcer:
Using Self-Determination Theory to Explore Enjoyment of Educational Interactive Narrative Games: A Case Study of Academical. Frontiers Virtual Real. 3 (2022) - Emre Yildiz, Ümit Simsek:
A Study on the Effect of Educational Games and Cooperative Learning Applications on Solving Students' Learning Problems. Int. J. Game Based Learn. 12(1): 1-25 (2022) - Murat Sümer, Cengiz Hakan Aydin:
Design Principles for Integrating Gamification into Distance Learning Programs in Higher Education: A Mixed Method Study. Int. J. Serious Games 9(2): 79-91 (2022) - Lena von Kotzebue, Joerg Zumbach, Anna Brandlmayr:
Digital Escape Rooms as Game-Based Learning Environments: A Study in Sex Education. Multimodal Technol. Interact. 6(2): 8 (2022) - Carla Sousa, José Carlos Neves, Manuel José Damásio:
The Pedagogical Value of Creating Accessible Games: A Case Study with Higher Education Students. Multimodal Technol. Interact. 6(2): 10 (2022) - Carmen Chai Wang Er, Lau Bee Theng, Mark Tee Kit Tsun, Abdullah Al Mahmud:
Increasing motivation for cancer treatment adherence in children through a mobile educational game: a pilot study. EAI Endorsed Trans. Pervasive Health Technol. 8(30): e4 (2022) - Liang Xu, Elaine Uí Dhonnchadha, Monica Ward:
User experience study of "Cipher: Faoi Gheasa", a digital educational game for language learning and student engagement. GameSys@MMSys 2022: 5-8 - Alessandro Canossa, Luis Fernando Laris Pardo, Michael Tran, Alexis Lozano Angulo:
From Data Humanism to Metaphorical Visualization - An Educational Game Case Study. HCI (49) 2022: 109-117 - Mattias Wingren, Mats Braskén, Ray Pörn, Sören Andersson:
Pupil-Robot Interaction in a Math Card Game: An Iterative Process of Studying the Use of Social Robotics in Primary School Math Education. RiE 2022: 113-123 - 2021
- Catherine C. Chase, Laura J. Malkiewich, Alison Lee, Stefan Slater, Ahram Choi, Chenmu Xing:
Can typical game features have unintended consequences? A study of players' learning and reactions to challenge and failure in an educational programming game. Br. J. Educ. Technol. 52(1): 57-74 (2021) - Ondrej Javora, Filip Dechterenko, Tereza Tetourová, Kristina Volná, Cyril Brom:
Customization in educational computer games and its effect on learning: Experimental study with primary school children. J. Comput. Assist. Learn. 37(5): 1370-1382 (2021) - Tadao Obana, Miha Takubo, Yohko Orito, Kiyoshi Murata, Hidenobu Sai, Tadayuki Okamoto:
The Online Attention Game for Digital Identity Education: An Exploratory Study. Rev. Socionetwork Strateg. 15(1): 251-276 (2021) - Kazuhiro Fujimura:
An Analysis of the Relationship Between Goal Change and Skill Improvement in the Consumption of Education Services: A Case Study of the Management Game. AHFE (11) 2021: 353-361
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