Digital game-based learning: Towards an experiential gaming model

Kiili, Kristian·2005·The Internet and Higher Education

Cited by (1,001)

Items 901–1,000 of 1,001

  1. When Does Kahoot! Provide Most Value for Classroom Dynamics, Engagement, and Motivation?: IS Students’ and Lecturers’ Perceptions
    Sherlock A. Licorish, Adriaan Lotter · 2022 · Journal of Information Systems Education
  2. Learning to Play, Playing to Learn
    Frederik De Grove, Jan VAN LOOY, Peter Mechant · 2013 · International Journal of Game-Based Learning
  3. A template for building adaptable project risk management games
    Bassam Hussein, Ruben Ravna · 2015 · IEEE International Conference on Intelligent Data Acquisition and Advanced Computing Systems: Technology and Applications (IDAACS)
  4. Effective Knowledge Development in Game-Based Learning Environments
    Amy B. Adcock, Ginger S. Watson, Gary R. Morrison, Lee A. Belfore · 2010 · IGI Global eBooks
  5. The Design and Development of a Mobile Phone Application for STEM based on a Novel Engineering Approach
    Yaoxian Zhuang, Liyan Wang, Feng‐Kuang Chiang · 2018 · International Journal of Advanced Corporate Learning (iJAC)
  6. Current Trends in Digital Learning and Innovation
    Nidhish Francis, Abishek Bommannan Santhakumar · 2019 · Advances in higher education and professional development book series
  7. The Effects of Fully and Partially In-Game Guidance on Players' Declarative and Procedural Knowledge With a Disaster Preparedness Serious Game
    Ting Zhou, Christian Sebastian Loh · 2020 · International Journal of Gaming and Computer-Mediated Simulations
  8. A board game proposal for teaching informatics related topics in Early Childhood Education
    Tharrenos Bratitsis, Anna Kontovounisiou, Maria Kiriazoglou · 2021 · SHS Web of Conferences
  9. Game-Driven Learning in the Digital Age: A Systematic Review and Meta-Analysis
    Л. В. Мезенцева · 2021 · Turkish Journal of Computer and Mathematics Education (TURCOMAT)
  10. The Effects of Digital Game-Based Learning in Technology-Oriented Course: A Case Study in the Biochemistry Department
    Cengiz GÜNDÜZALP · 2024 · Journal of Education in Science Environment and Health
  11. Game-based Learning im Bildungskontext einer Hochschule. Ein Praxisbericht
    Jochen Pfannstiel, Volker Sänger, Claudia Schmidt · 2009 · MedienPädagogik Zeitschrift für Theorie und Praxis der Medienbildung
  12. A Blended Learning Approach to Project Risk Management: Developing Requirements and Evaluating the Student Learning Experience
    Bassam Hussein · 2011 · Journal of Computing and Information Science in Engineering
  13. Designing the game-based environment to facilitate learners' interaction in performance-based learning by virtual pets
    Calvin C.Y. Liao, Zhihong Chen, Tak-Wai Chan · 2009 · Computer-supported collaborative learning/The Computer-Supported Collaborative Learning Conference
  14. Demonstration of online educational modules with online experiments
    Alberto Cardoso, María Teresa Restivo, Pedro Cioga, Miguel Delgado‐Rodríguez, José Nuno Monsanto, João Bicker, Eduardo Nunes, Paulo Sousa Gil · 2012 · International Conference on Remote Engineering and Virtual Instrumentation
  15. Virtual Interactions With Real-agents For Sustainable Natural Resource Management
    Tyler Pierce · 2013 · Journal of International Crisis and Risk Communication Research
  16. A Gamification Approach for Experiential Education of Inventory Control
    Gökhan Eğilmez, Ridvan Gedik · 2020 · ASEE Annual Conference & Exposition
  17. HERKÜL’ÜN HİKAYESİ: BİR EĞİTSEL OYUN MODELİ ÖNERİSİ
    Selay Arkün Kocadere, Şeyma Çağlar Özhan, Fatma Bayrak, Pınar Nuhoğlu Kibar · 2019 · Eğitim Teknolojisi Kuram ve Uygulama
  18. Gamified Pedagogy: Examining how a Phonetics App Coupled with Effective Pedagogy can Support Learning
    Ronnie Homi Shroff, Christopher J. Keyes, Lian-Hee Wee · 2020 · Electronic Journal of Foreign Language Teaching
  19. Conceptual model of game aesthetics for perceived learning in narrative games
    Juliana Aida Abu Bakar, Mohd Khairie Ahmad, Abdul Nasir Zulkifli, Abdul Syafiq Bahrin · 2016 · International Conference on User Science and Engineering
  20. Feedback in a Training Simulator for Crisis Management Compared to Feedback in a Real-Life Exercise
    Olga Druzhinina, Ebba Þóra Hvannberg · 2013 · IFIP advances in information and communication technology
  21. CALL Meta‐analyses and Transparency Analysis
    Hsien‐Chin Liou, Huifen Lin · 2017 · Wiley eBooks
  22. Learning through collaborative gaming : a process-oriented pedagogy?
    Philip Bonanno · 2008 · UEF eRepo (University of Eastern Finland)
  23. The Medical Pause in Simulation Training
    Joy Yeonjoo Lee · 2022 · Research Publications (Maastricht University)
  24. Drawing gears and chains of reasoning
    Frank A. J. Leenaars · 2014
  25. Personalized games for computer science education in higher education: the effect of personalization feature on students’ engagement and flow state
    Lin Zhong, Jingxiang Zhou · 2024 · Journal of Computing in Higher Education
  26. PlayMINT—an effective digital learning game for leadership competencies of female STEM students
    Ilse Hagerer · 2025 · Computers and Education Open
  27. Design components of serious game based on flow theories
    Xinzhe Liao, Nurul Fazmidar Mohd Noor · 2025 · Advances in Educational Technology and Psychology
  28. The Effect of Artificial Intelligence-Supported Sustainable Geography Education on the Preparation Process for the IGEO Olympiad
    Leyla DÖNMEZ · 2025 · Sustainability
  29. Assessing digital etiquette in adolescents: A stealth approach using game-based learning to reduce anxiety, promote flow, and enhance learning gains
    Jiawen Liu, Rustam Shadiev, Di Ge, Mei Cao, Yihua Xu, Ruotong Zhou · 2025 · Computers & Education
  30. A systematic review and meta-analysis of educational games for the intervention of school bullying
    Lu Zhang, Bingjie Zhang, Junjie Shang · 2026 · Acta Psychologica
  31. Zastosowanie klasyfikacji użytkowników gier w nauczaniu opartym na grywalizacji
    Filip Nowacki, Jakub Ryfa · 2015 · Studia Oeconomica Posnaniensia
  32. Digital Game-Based Tools for EFL Learners in Asian Countries
    Zhuoxi Wang, Yilin Cai · 2021 · Advances in Social Science, Education and Humanities Research/Advances in social science, education and humanities research
  33. Scientific Articulation during Collaborative Digital Game-Based Learning Enhances Learning of Immunology
    Pey Yng Low, Gaik-Bee Lim · 2023 · ImmunoHorizons
  34. ОҚЫТУШЫЛАР МЕН ОҚУШЫЛАРДЫҢ ӘЛЕУМЕТТІК-КОММУНИКАЦИЯЛЫҚ МӘДЕНИЕТІ МЕН ҚҰЗЫРЕТТІЛІГІНЕ ЦИФРЛЫҚ ОҚЫТУДЫҢ ӘСЕРІНІҢ ПСИХОЛОГИЯЛЫҚ ЕРЕКШЕЛІКТЕРІ
    Gulnaz Abildaeva, О. Б. Тапалова, Ulzharkyn M. Abdigapbarova, С.Ч. Байсултанова, Sabira Nishanbayeva · 2024 · Habaršy. Psihologiâ seriâsy
  35. Unlocking the Potential of Digital Learning: A Bibliometric Analysis of Learning and Teaching in Digital Learning Environments
    Hanandita Veda Saphıra, Binar Kurnia Prahanı, Budi Jatmiko, Titin Sunarti, Shelly Andari · 2024 · International Conference on Education and Multimedia Technology (ICEMT)
  36. Urban Gentri: Serious Game on Learning about Gentrification
    Minju Kim, Jihyun Ahn, Yunmi Park · 2024 · Journal of Planning Education and Research
  37. The link between digital gaming and creativity: a meta analysis
    Üzeyir Oğurlu, Selçuk Acar, Ahmed M. Abdulla Alabbasi, Shaikhah Waleed Alrabai · 2024 · Gifted and Talented International
  38. Designing a Digital Interactive Simulation for Teaching Business Analytics, Strategy, and Economics
    Moulare Kesse · 2024 · Journal of Applied Business and Economics
  39. Collegiate Esports: To Be or Not to Be a Collegiate Sport
    Zacharias Papadakis, Kendrick Morris · 2024 · Journal of Electronic Gaming and Esports
  40. SErious Game for AgroEcology (SEGAE): How much can be delivered with a 4-hour lesson?
    Mireille De Graeuwe, Benjamin Dumont, Kevin Maréchal · 2025 · Agricultural Systems
  41. Digital Games for Language Learning: A Scoping Review
    Sofiya Shahiwala, D. R. Rahul · 2025 · Research Synthesis in Applied Linguistics
  42. A Critical Examination of the Impact of Serious Games on Learning Music: A Systematic Literature Review
    Eleftheria Siklafidou, Maya Satratzemi, Stelios Xinogalos · 2025 · Journal of Computer Assisted Learning
  43. RETRACTED: Learner emotions and performance in hypercasual VR games with adaptive AI difficulty
    Zeeshan Ahmed, Faizan Ahmad, Chen Hui · 2025 · British Educational Research Journal · Retracted
  44. Feedback Fidelities in Three Different Types of Crisis Management Training Environments
    Olga Druzhinina, Ebba Þóra Hvannberg, Gyda Halldórsdóttir · 2013 · International Journal of Sociotechnology and Knowledge Development
  45. A summary of investigation into developing games for learning using different techniques
    Olaf Hallan Graven, Lachlan MacKinnon · 2010 · E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education
  46. Virtual Worlds for Science Learning
    Michael Grimley, Trond T. Nilsen, Roslyn Kerr, Richard R. Green, David Thompson · 2010 · IGI Global eBooks
  47. Teaching privacy in an interactive fashion
    Jaideep S. Vaidya, David Lorenzi, Basit Shafiq, Soon Ae Chun, Nazia Badar · 2014 · Annual Conference on Information Security Curriculum Development (InfoSecCD)
  48. The Relation Between Rocket League and Soft Skills and Its Implication in Education Processes
    Sergio Alloza, Flavio Escribano · 2021 · Advances in game-based learning book series
  49. Children’s Early Educational Game under the Background of Chinese Three Kingdoms Culture — To Borrow Arrows with Thatched Boats
    Hui Liang, Fanyu Bao, Yusheng Sun, Qian Zhang, Mingge Pan, Jian Ming Chang · 2021 · International Conference on Virtual Reality
  50. Educational Digital Game Design Process For Different Player Types
    Semra Fiş Erümit, Furkan Kalyoncu, Abdullah Kuzu, Hasan Karal · 2022 · Kastamonu Eğitim Dergisi
  51. Flow and Self-efficacy in a Serious Game for STEM Education
    Phoebe Perlwitz, Jennifer Stemmann · 2022 · Lecture notes in computer science
  52. Understanding L2 use in MMOGs: A linguistic framework of digital gaming
    Karim Hesham Shaker Ibrahim · 2022 · Foreign Language Annals
  53. Proposal for a Participatory Methodology for the Creation of Serious Games
    Ernesto Armando Pacheco-Velazquez, André Bester, Lucia M Rabago Mayer, Virgínia Rodés · 2023 · European Conference on Games Based Learning
  54. A Review of the Research on the Influence of Game-based Learning on Second Language Learners' Learning Motivation
    Jiawei Bai · 2024 · Lecture Notes in Education Psychology and Public Media
  55. Research on Integrated Educational Model for Cultural Heritage: Virtual Reality, Augmented Reality and Human-Computer Interaction
    Wei Wang, Yuxin Cai, Jingjing Lv · 2024 · International Conference on Educational and Information Technology
  56. Increasing Student Motivation To Learn By Making Computer Game Technology More Engaging: Measurable Outcomes That Determine Success
    Mark Mann · 2017 · Contemporary Issues in Education Research (CIER)
  57. The Role of Adults in Giving and Receiving Feedback for Game Design Sessions with Students of the Early Childhood
    George Kalmpourtzis, Lazaros Vrysis, George Ketsiakidis · 2018 · Advances in intelligent systems and computing
  58. Students’ perceptions of an in-house developed pharmacy serious game for professional skills training
    Kevin Yi‐Lwern Yap, Shawn Ignatius Boon Heng Tan, John Yin Gwee Yap, John Yin Gwee Yap · 2020 · BMJ Simulation & Technology Enhanced Learning
  59. Contextualizing Game Literacy
    Björn Berg Marklund, Rebecca Rouse, Lissa Holloway-Attaway · 2020 · International Conference on the Foundations of Digital Games (FDG)
  60. Virtual Nanoworlds for Learning
    Jennifer Flint, Karljohan Lundin Palmerius, Gunnar Höst, Konrad J. Schönborn · 2020 · CRC Press eBooks
  61. Game preferences of K-12 level students: analysis and prediction using the association rule
    2020 · İlköğretim Online
  62. Learning with Location-Based Gaming
    Jaakko Vuorio, J. Tuomas Harviainen · 2021 · Lecture notes in computer science
  63. Co-designing a Hybrid Game for Training Use of Proper Personal Protective Equipment in Different Clinical Scenarios
    Sari Linnea Merilampi, Mirka Leino, Taina Jyräkoski, Adnan Mehmood, Jenni Huhtasalo, Anja Poberžnik, Krista Toivonen, Pauli Valo, Joonas Kortelainen, Tommi Lehtinen et al. · 2021 · SeGAH ... IEEE ... International Conference on Serious Games and Applications for Health/IEEE International Conference on Serious Games and Applications for Health
  64. Game-based learning: An alternatif learning model in covid-19 distance learning
    Puspita Ratna Susilawati, Luisa Diana Handoyo · 2022 · Biosfer
  65. A descriptive analysis of digital game-based foreign language education
    İbrahim Yaşar Kazu · 2023 · Focus on ELT Journal
  66. Fiziksel Aktivite ve Yaşam Kalitesi
    Tolga Şahin, Şenol Yanar · 2023 · Özgür Yayınları eBooks
  67. A case study on building Web3D virtual reality and its applications to joyful learning
    Koun‐Tem Sun, Hsin-Te Chan, Tai-lin Yin · 2011
  68. The Design of Coopetitive Pedagogy in an Integrated Web-Based Learning Model
    Fong-Ling Fu, Ya‐Ling Wu, Hsi-Chuan Ho · 2007 · Springer eBooks
  69. Play for Performance: Using Computer Games to Improve Motivation and Test-Taking Performance
    Alan R. Dennis, Akshay Bhagwatwar, Randall K. Minas · 2013 · Journal of the Association for Information Systems
  70. Learning by playing: how to create the perfect learning game for and with optics
    Tobias J. Haist, Avinash Burla · 2010 · Proceedings of SPIE, the International Society for Optical Engineering/Proceedings of SPIE
  71. The effects of digital game-based learning on elementary students' science learning
    Shuchen Wu, Mengping Tsuei · 2011 · International Conference on Electrical and Control Engineering
  72. Playing online games on Facebook: The conscious and unconscious learning in database design
    Hwee‐Joo Kam, Greg Gogolin, Doug Blakemore, Gerald Emerick · 2013 · IEEE Frontiers in Education Conference (FIE)
  73. Development of Trivia Game for speech understanding in background noise
    Kathryn Schwartz, Stacie I. Ringleb, Hilary M. Sandberg, Anastasia M. Raymer, Ginger S. Watson · 2014 · International Journal of Speech-Language Pathology
  74. FILTWAM - A Framework for Online Game-based Communication Skills Training - Using Webcams and Microphones for Enhancing Learner Support
    Kiavash Bahreini, Rob J. Nadolski, Qi, Wen, Wim Westera · 2012 · DSpace (Open University in the Netherlands)
  75. Play for Performance: Using Computer Word Games to Improve Test-Taking Performance
    Alan R. Dennis, Akshay Bhagwatwar, Randall K. Minas · 2012 · Hawaii International Conference on System Sciences (HICSS)
  76. Understanding the Educational Values of Video Games from the Perspective of Situated Learning Theory and Game Theory
    Lu Zhang, Junjie Shang · 2016 · International Conference of Educational Innovation through Technology (EITT)
  77. A three-dimensional model for educational game analysis & design
    Nick Degens, Ivo Bril, Eelco Braad · 2015 · Foundations of Digital Games
  78. DIGITAL GAME-BASED LEARNING FOR THE NET GENERATION: PERCEPTIONS OF UNIVERSITY STUDENTS
    Sumarie Roodt, Brandon Saunders · 2017 · EDULEARN proceedings
  79. VIDEO GAMES AND VIRTUAL REALITY AS CLASSROOM LITERATURE: THOUGHTS, EXPERIENCES, AND LEARNING WITH 8TH GRADE MIDDLE SCHOOL STUDENTS
    Miles Madison Harvey · 2018 · UNM’s Digital Repository (University of New Mexico)
  80. Evaluating Playing Experience and Adoption of a Math Learning Game.
    Antero Lindstedt, Kristian Juha Mikael Kiili · 2017
  81. Harnessing Edutainment in Higher Education:an Example of an IoT Based Game
    Luka V. Petrović, Danijela Stojanović, Александра Лабус, Zorica M. Bogdanović, Marijana S. Despotovic-Zrakic · 2017 · Repository of the University of Belgrade Faculty of Organizational Sciences (RFOS)
  82. The Puzzle Game Between Design, Science and Skills
    Bogdan Bucur · 2019 · Acta Marisiensis Seria Technologica
  83. Proposing an Online Peer-Feedback Approach in Digital Game from A Semi-Puzzle Game-Based Learning Perspective
    Andang Adi Fitria Hananto, Patcharin Panjaburee · 2019 · IIAI International Congress on Advanced Applied Informatics (IIAI-AAI)
  84. Desenvolvendo Jogos Educacionais Digitais Inovadores e Instigantes com o Framework PlayEduc
    Samanta Ferreira Aires, Jorge Luís Victória Barbosa, Charles Andrye Galvao Madeira · 2020
  85. A Stand-Alone Simulation Game for the Participation of Wind Producers in Day-Ahead Electricity Markets
    Juan S. Giraldo, Koen Kok, Nikolaos G. Paterakis · 2021 · IEEE Global Engineering Education Conference (EDUCON)
  86. Data Mining in Systematic Reviews: A Bibliometric Analysis of Game-Based Learning and Distance Learning
    Jingjing Xu, Brendan M. Duffy, Vincent G. Duffy · 2021 · Lecture notes in computer science
  87. Active Learning, Deliberate Practice, and Educational Technology in Professional Education
    Heeyoung Han, Seung‐hyun Han, Doo Hun Lim, Seung Won Yoon · 2015 · Advances in educational technologies and instructional design book series
  88. Toward Creator-Based Learning: Designs That Help Student Makers Learn
    Chen‐Chung Liu · 2018 · Springer international handbooks of education
  89. Design and Development of a Modular K-12 Cybersecurity Curriculum
    Giti Javidi, Ehsan Sheybani · 2020 · ASEE Annual Conference & Exposition
  90. Analysis of Android-Based Educational Game Media Development Needs for Social Studies Learning in Elementary Schools
    Elvani Hertati · 2022 · JTP - Jurnal Teknologi Pendidikan
  91. LIFELONG LEARNING THROUGH SECOND LIFE: CURRENT TRENDS, POTENTIALS AND LIMITATIONS
    Nil Göksel Canbek, Maria Mavrommati, Despina Bousiou, Uğur Demîray · 2011
  92. An Investigative Process for Enhancing the Design of a Mathematics Learning Game
    Vani Kalloo, Permanand Mohan, Kinshuk Kinshuk · 2016 · IEEE International Conference on Advanced Learning Technologies (ICALT)
  93. A SMARTPHONE GAME TO PROMOTE SELF-LEARNING IN CHEMISTRY
    Krittiya Saksrisathaporn, Patcharaphon Sribunthankul · 2019 · Cognition and Exploratory Learning in Digital Age
  94. Matematika Minecraft módra
    Brigitta Bősze, Iván Devosa · 2021 · Gradus
  95. Addressing genetics misconceptions with an educational game.
    David Baxter · 2008 · ResearchSpace (University of KwaZulu-Natal)
  96. THE EFFECT OF PLAYING A SCIENCE CENTER-BASED MOBILE GAME: AFFECTIVE OUTCOMES AND GENDER DIFFERENCES
    Dana Atwood-Blaine · 2015 · KU ScholarWorks (The University of Kansas)
  97. A critical review of the application of Kolb's experiential learning theory applied through the use of computer based simulations within virtual environments, 2000-2016
    Grady, Daniel J. · 2017
  98. The Design, Development and Evaluation of a Digital Literacy Game for Preteens
    Sana Maqsood · 2020
  99. Analyzing Iterative Training Game Design: A Multi-Method Postmortem Analysis of CYCLES Training Center and CYCLES Carnivale
    Adrienne Shaw, Brian McKernan, Rosa Mikeal Martey, Jennifer Stromer‐Galley, Emilie T. Saulnier, Elizabeth McLaren, Matthew G. Rhodes, James Folkestad, Sarah McFarland Taylor, Kate M. Kenski et al. · 2018 · Multimodal Technologies and Interaction
  100. The Influence of Digital Game-based Learning with a Mathematical Game on Calculation Abilities of Grade 3-4 Students: a Case Study
    Yinbei Liu, Alex Wing Cheung Tse · 2023 · IEEE International Conference on Teaching, Assessment, and Learning for Engineering