24 papers · ranked by Valyu relevance
Liuxia Pan, Ahmed Tlili, Jiaping Li, Feng Jiang + 3 more
'Huiju Yu' 'Junfeng Yang'] Game-based learning (GBL) can allow learners to acquire and construct knowledge in a fun and focused learning atmosphere. A systematic literature review of 42 papers from 2010 to 2020 in this study showed that the current difficulties in implementing GBL in classrooms could be classified into…
Kok Yew Gary Chan, Swee Liang Tan, Khe Foon Timothy Hew, Bernie Grayson Koh + 2 more
Game-based constructivist learning has gained considerable attention as educational institutions aim to move from traditional instructional teaching to interactive and collaborative methods. The question is less asked of whether games should be used in teaching but rather how games should be used to create deep…
Carina S. González-González, Vanesa Muñoz-Cruz, Pedro Antonio Toledo-Delgado, Eduardo Nacimiento-García + 1 more
'Pedro Antonio Toledo-Delgado' 'Eduardo Nacimiento-García' 'Mengchu Zhou'] A key factor for successfully implementing gamified learning platforms is making students interact with the system from multiple digital platforms. Learning platforms that try to accomplish all their objectives by concentrating all the…
Alessandro Frolli, Francesco Cerciello, Clara Esposito, Mariagrazia Russo + 2 more
Game-based learning is an educational approach aimed at acquiring knowledge through the use of play. There are various studies that note the effectiveness of playing as an educational tool and the use of digital platforms as a tool that can increase its effectiveness. We wanted to investigate whether a game-based…
Xian Xiao, Gaoda He
Recent years have seen a rapid proliferation of game-based learning applied in language classes. Second language teaching and learning are being inspired by the increasingly mature game-based learning technology. Currently, educational games are regarded as a new technology with great potential. The game-based…
Stefan Pietrusky
Papert's constructionism makes it clear that learning is particularly effective when learners create tangible artifacts and share and discuss them in social contexts. Technological progress in recent decades has created numerous opportunities for learners to not only passively consume media, but to actively shape it…
Ahmed Tlili, Mouna Denden, Anqi Duan, Natalia Padilla-Zea + 3 more
'Ronghuai Huang' 'Tianyue Sun' 'Daniel Burgos'] The design, implementation, and outcome of game-based learning for learners with disabilities have not been sufficiently examined systematically. Particularly, learner-based and contextual factors, as well as the essential roles played by various stakeholders, have not…
Ian D. Beatty
In order to facilitate analyzing video games as learning systems and instructional designs as games, we present a theoretical framework that integrates ideas from a broad range of literature. The framework describes games in terms of four layers, all sharing similar structural elements and dynamics: a micro-level game…
Carlo Jr Godoy
Purpose – This study aims to review and get information on the different mobile game applications and the possibility of being a supplementary tool for learning to enhance and empower the e-learning aspect of a Technical Education and Skills Development Authority (TESDA). It is reviewed to help in the development of…
Hyunbae Jeon, Harry He, Anthony Wang, Susanna Spooner
This study investigates game-based learning in the context of the educational game "Jo Wilder and the Capitol Case," focusing on predicting student performance using various machine learning models, including K-Nearest Neighbors (KNN), Multi-Layer Perceptron (MLP), and Random Forest. The research aims to identify the…
Patricia García-Redondo, Trinidad García, Débora Areces, José Carlos Núñez + 1 more
'José Carlos Núñez' 'Celestino Rodríguez'] Previous studies have shown the positive effects of educational video games (serious games) in improving motivation, attention and other cognitive components in students with learning disabilities. This study analyzes the effects on attention of a serious game based on…
Cassidy R. Nelson, Joseph L. Gabbard
As technology advances, conceptualizations of effective strategies for teaching and learning shift. Due in part to their facilitation of unique affordances for learning, mobile devices, augmented reality, and games are all becoming more prominent elements in learning environments. In this work, we examine mobile…
Luis A. Llamas-Alonso, Andrea J. Quevedo-Calderon, Sandra L. Quiñones-Beltran, Ana Lucía Jiménez-Pérez + 2 more
This study examined whether habitual video game play influences reinforcement learning dynamics, feedback adaptation, consolidation, and motivational biases. Two groups of participants (gamers and controls) completed a Probabilistic Selection Task assessing learning from positive and negative feedback across three…
Szu Szu Ling, Fabrice Saffre, Deborah L. Gater, Lilia Halim + 1 more
Computer quiz games are introduced to improve teaching and learning in a freshman engineering chemistry course in an English-as-a-Second-Language (ESL) environment. These quiz games are developed and implemented as a supplemental and augmentative tool to enhance traditionally delivered lectures. The paper shows an…
Tania Miguel Trabajo, Eavan Dorcey, Jan Roelof van der Meer
Inspired by the positive impact of serious games on science understanding and motivated by personal interests in scientific outreach, we developed ‘Bacttle’, an easy-to-play microbiology board game with adaptive difficulty, targeting any player from 7 years old onward. Bacttle addresses both the lay public and teachers…
Authors not listed
Digital learning and gamification make studying chemistry more exciting and engaging. Interactive digital tools allow students to understand fundamental concepts of chemistry more easily. However, application of this knowledge is hampered by the lack of user-friendly chemistry simulators, in which students could apply…
Huansheng Ning, Hang Wang, Wenxi Wang, Xiaozhen Ye + 2 more
'Per Backlund'] E-learning is a widely used learning method, but with the development of society, traditional E-learning method has exposed some shortcomings, such as the boring way of teaching, so that it is difficult to increase the enthusiasm of students and raise their attention in class. The application of serious…
Ali Asgari, Abdol-Hossein Vahabie, Ehsan Rezayat
Action video games are increasingly recognized for their potential to enhance cognitive capacities, including working memory (WM). However, most studies require extensive training or prior gaming experience. We examined whether a single, short-term session of “Snail Mail,” an arcade-action video game, could boost WM…
Margarida Roméro
This chapter introduces educational games in secondary schools. Educational games include three main types of educational activities with a playful learning intention supported by digital technologies: educational serious games, educational gamification and learning through game creation. Educational serious games are…
Alejandro A. Franco, Emilie Loup-Escande, Goran Loiseaux, Jean-Noël Chotard + 5 more
We present two digital-based serious games aiming to engage students and the general public with battery sciences. The first one is a multiscale simulator in Mixed Reality of a battery-powered Electric Vehicle (EV) interacting with an Electrical Grid. One of the players drives the EV in a Virtual Reality (VR)…
Authors not listed
Machine olfaction—the artificial replication of the sense of smell—faces significant challenges due to the absence of large, standardized training datasets. Unlike vision, language, and audio models, which benefit from extensive corpora such as ImageNet, GLUE, and AudioSet, olfaction lacks scaled equivalents and…
Akshay Dixit, Divya Sinha, Hemalatha Ramachandran
With the advancements of computer technology and accessible internet, playing video games has become immensely popular across all age groups. Increasing research talks about the cognitive benefits of Video Games. At the same time, video games are stereotyped as an activity for the lazy and unproductive. Within this…
Tehmina Hafeez, Sanay Muhammad Umar Saeed, Aamir Arsalan, Syed Muhammad Anwar + 2 more
Video games have become a ubiquitous part of demographically diverse cultures. Numerous studies have focused on analyzing the cognitive aspects involved in game playing that could help provide an optimal gaming experience level by improving video game design. To this end, we present a framework for classifying the game…
Federico Nardi, A. Aldo Faisal, Shlomi Haar
This study examines the distinctiveness of error-based and reward-based mechanisms in motor learning, which are traditionally isolated in laboratory tasks but co-occur in real-world scenarios. Using Embodied Virtual Reality (EVR) of pool billiards - allowing for full proprioception via interaction with the physical…