Digital game-based learning: Towards an experiential gaming model

Kiili, Kristian·2005·The Internet and Higher Education

Cited by (1,001)

Items 201–300 of 1,001

  1. Do Playfulness and University Support Facilitate the Adoption of Online Education in a Crisis? COVID-19 as a Case Study Based on the Technology Acceptance Model
    Shaofeng Wang, Ahmed Tlili, Lixin Zhu, Junfeng Yang · 2021 · Sustainability
  2. Individualization in serious games: A systematic review of the literature on the aspects of the players to adapt to
    Pejman Sajjadi, Ahmed Ewais, Olga De Troyer · 2021 · Entertainment Computing
  3. Assessment of student learning using augmented reality Grand Canyon field trips for mobile smart devices
    Natalie Bursztyn, Andy Walker, Brett E. Shelton, Joel L. Pederson · 2017 · Geosphere
  4. Educational game design
    Chaima Jemmali, Sara Bunian, Andrea Mambretti, Magy Seif El‐Nasr · 2018 · International Conference on the Foundations of Digital Games (FDG)
  5. Effects of cognitive style on digital jigsaw puzzle performance: A GridWare analysis
    Jon‐Chao Hong, Ming‐Yueh Hwang, Ker-Ping Tam, Yi-Hsuan Lai, Liu Li-chun · 2012 · Computers in Human Behavior
  6. Subjective Experience and Sociability in a Collaborative Serious Game
    Kimmo Oksanen · 2013 · Simulation & Gaming
  7. Implementing a Game for Supporting Learning in Mathematics.
    Aikaterini Katmada, Apostolos Mavridis, Τhrasyvoulos Tsiatsos · 2014 · The Electronic Journal of e-Learning
  8. Using branching path simulations in critical thinking of pain management among nursing students: Experimental study
    Mohammad Rababa, Dina Masha’al · 2019 · Nurse Education Today
  9. Designing cognitive-based game mechanisms for mobile educational games to promote cognitive thinking: an analysis of flow state and game-based learning behavioral patterns
    Yi-Shiuan Chou, Huei‐Tse Hou, Kuo-En Chang, Chien Lun Su · 2021 · Interactive Learning Environments
  10. The effects of digital game-based learning on children’s Chinese language learning, attention and self-efficacy
    Yating Yu, Mengping Tsuei · 2022 · Interactive Learning Environments
  11. Impact of online flexible games on students’ attitude towards mathematics
    Apostolos Mavridis, Aikaterini Katmada, Τhrasyvoulos Tsiatsos · 2017 · Educational Technology Research and Development
  12. Does the emotional design of scaffolds enhance learning and motivational outcomes in game‐based learning?
    Antti Koskinen, Jake A. McMullen, Manuel Ninaus, Kristian Juha Mikael Kiili · 2022 · Journal of Computer Assisted Learning
  13. Using computer games for instruction: The student experience
    Michael Grimley, Richard R. Green, Trond T. Nilsen, David Thompson, Russell Tomes · 2011 · Active Learning in Higher Education
  14. Designing a Virtual-Reality-Based, Gamelike Math Learning Environment
    Xinhao Xu, Feng-Feng Ke · 2016 · American Journal of Distance Education
  15. Mobile Learning via Educational Apps
    Adriana Caterina Camilleri, Mark Anthony Camilleri · 2019 · International Conference on Education and Training Technologies (ICETT)
  16. The Effect of Experiential Learning Models on High School Students Learning Scores and Disaster Countermeasures Education Abilities
    Sumarmi Sumarmi, Syamsul Bachri, Listyo Yudha Irawan, Dimas Bayu PERDANA PUTRA, Risnani Risnani, Muhammad Aliman · 2020 · Journal for the Education of Gifted Young Scientists
  17. Using interactive technology to teach information literacy concepts to undergraduate students
    Annie R. Armstrong, Helen Georgas · 2006 · Reference Services Review
  18. Exploring the Learning Mechanism in Educational Games
    Kristian Juha Mikael Kiili, Harri Ketamo · 2007 · ITI ...
  19. Player-centered game AI from a flow perspective: Towards a better understanding of past trends and future directions
    Christian Arzate Cruz, Jorge Adolfo Ramírez Uresti · 2017 · Entertainment Computing
  20. Generating Educational Game Levels with Multistep Deep Convolutional Generative Adversarial Networks
    Kyungjin Park, Bradford Mott, Wookhee Min, Kristy Elizabeth Boyer, Eric Wiebe, James C. Lester · 2019 · IEEE Conference on Games (CoG)
  21. A Model of Flow and Play in Game-based Learning: The Impact of Game Characteristics, Player Traits, and Player States
    Davin Pavlas · 2010 · Journal of International Crisis and Risk Communication Research
  22. Games, Virtual Environments, Mobile Applications and a Futurist's Crystal Ball
    Eric B. Bauman · 2016 · Clinical Simulation in Nursing
  23. Development and Evaluation of Intelligent Serious Games for Children With Learning Difficulties: Observational Study
    Andrej Flogie, Boris Aberšek, Metka Kordigel Aberšek, Cecília Sik‐Lányi, Igor Pesek · 2020 · JMIR Serious Games
  24. Simulation games as a catalyst for social learning: The case of the water-food-energy nexus game
    Junko Mochizuki, Piotr Magnuszewski, Michał Pająk, Karolina Królikowska, Łukasz Jarząbek, Michalina Kułakowska · 2020 · Global Environmental Change
  25. A conceptual framework for serious games and its validation
    Amri Yusoff · 2010 · ePrints Soton (University of Southampton)
  26. Computer games that exercise cognitive skills: What makes them engaging for children?
    Dragana Martinović, Gerald H. Burgess, Chantal M. Pomerleau, Cristina Marin · 2016 · Computers in Human Behavior
  27. Processes and Models for Serious Game Design and Development
    Eelco Braad, Gregor Žavcer, Alyea Sandovar · 2016 · Lecture notes in computer science
  28. Computer game-based mathematics education: Embedded faded worked examples facilitate knowledge acquisition
    Judith ter Vrugte, Ton de Jong, Sylke Vandercruysse, Pieter Wouters, Herre van Oostendorp, Jan Elen · 2016 · Learning and Instruction
  29. “Start from scratch”: Integrating computational thinking skills in teacher education program
    Orit Broza, Liat Biberman-Shalev, Nurit Chamo · 2023 · Thinking Skills and Creativity
  30. Flow and cooperative learning in civic game play
    Chad Raphael, Christine M. Bachen, Pedro F. Hernández-Ramos · 2012 · New Media & Society
  31. Game Development for Computer Science Education
    Chris Johnson, Monica M. McGill, Durell Bouchard, Michael K. Bradshaw, Víctor Bucheli, Larry D. Merkle, Michael Scott, Z. Sweedyk, J. Ángel Velázquez‐Iturbide, Zhiping Xiao et al. · 2016
  32. Validity Threats in Quantitative Data Collection With Games: A Narrative Survey
    David Gundry, Sebastian Deterding · 2018 · Simulation & Gaming
  33. The effect of a digital game-based learning task on the acquisition of the English Article System
    Chian-Wen Kao · 2020 · System
  34. Using game making pedagogy to facilitate student learning of interactive multimedia
    Gary Cheng · 2009 · Australasian Journal of Educational Technology
  35. Making Digital Game-based Learning Work: Domain Knowledge Transparency
    Feihong Wang, John K. Burton · 2010 · i-manager’s Journal on Educational Psychology
  36. Learning behavior and achievement analysis of a digital game-based learning approach integrating mastery learning theory and different feedback models
    Kai-Hsiang Yang · 2017 · Interactive Learning Environments
  37. Exploring the Relationships Among Middle School Students’ Peer Interactions, Task Efficiency, and Learning Engagement in Game-Based Learning
    Jewoong Moon, Fengfeng Ke · 2020 · Simulation & Gaming
  38. Presenting and evaluating the impact of experiential learning in computing accessibility education
    Yasmine N. Elglaly, Weishi Shi, Samuel A. Malachowsky, Qi Yu, Daniel E. Krutz · 2020 · IEEE/ACM International Conference on Software Engineering: Software Engineering Education and Training (ICSE-SEET)
  39. An Interactive Game Approach for Improving Students’ Learning Performance in Multi-Touch Game-Based Learning
    Cheng‐Yu Hung, Fang-O Kuo, Jerry Chih‐Yuan Sun, Pao-Ta Yu · 2014 · IEEE Transactions on Learning Technologies
  40. Comorbid Behavioral Problems and Psychiatric Disorders in Autism Spectrum Disorders
    Cecilia Belardinelli, Mahreen Raza · 2016 · Journal of Childhood & Developmental Disorders
  41. Meaningful gamification for psychological empowerment: exploring user affective experience mirroring in a psychological self-help system
    Manning Li, Patrick Y.K. Chau, Lin Ge · 2020 · Internet Research
  42. Toward a Unified Theory of Digital Games
    Paul Ralph, Kafui Monu · 2015 · The Computer Games Journal
  43. Timing of learning supports in educational games can impact students’ outcomes
    Seyedahmad Rahimi, Valerie J. Shute, G. Curt Fulwider, Katie Bainbridge, Renata Kuba, Xiaotong Yang, Ginny L. Smith, Ryan S. Baker, Sidney K. D’Mello · 2022 · Computers & Education
  44. Enhancing motivation and academic performance through gamified digital game-based learning methodology using the ARCS model
    Rubén Camacho-Sánchez, Jorge Serna, Aaron Rillo-Albert, Pere Lavega Burgués · 2023 · Interactive Learning Environments
  45. Facilitating deep-strategy behaviors and positive learning performances in science inquiry activities with a 3D experiential gaming approach
    Han‐Yu Sung, Gwo‐Jen Hwang, Po-Han Wu, Dai-Qi Lin · 2018 · Interactive Learning Environments
  46. Using commercial video games in flipped classrooms to support physical concept construction
    Shu-Hao Ye, T.‐Y. Hsiao, Chuen–Tsai Sun · 2018 · Journal of Computer Assisted Learning
  47. Serious Games and the COVID-19 Pandemic in Dental Education: An Integrative Review of the Literature
    Kawin Sipiyaruk, Stylianos Hatzipanagos, P. A. Reynolds, Jennifer Elizabeth Gallagher · 2021 · Computers
  48. The effect of mobile business simulation games in entrepreneurship education: a quasi-experiment
    Jiachun Chen, Liangziye Tang, Hong‐Hong Tian, Ruiqiu Ou, Jingan Wang, Quan Chen · 2022 · Library Hi Tech
  49. Usability evaluation for history educational games
    Wong Seng Yue, Nor Azan Mat Zin · 2009 · International Conference on Information Sciences and Interaction Sciences
  50. Facilitating third graders' acquisition of scientific concepts through digital game-based learning: The effects of self-explanation principles
    Chung Yuan Hsu, Chin‐Chung Tsai, Hung Yuan Wang · 2012 · The Asia-Pacific Education Researcher
  51. A Game Scale to Evaluate Educational Computer Games
    Oğuz Ak · 2012 · Procedia - Social and Behavioral Sciences
  52. The role of technology and digital gaming in nurse education
    Brian Johnston, Liz Boyle, Ewan MacArthur, Baltasar Fernández‐Manjón · 2013 · Nursing Standard
  53. Challenges in the evaluation of educational computer games
    Hasiah Mohamed Omar, Azizah Jaafar · 2010 · International Symposium on Information Technology
  54. Do emotions matter in technology training? Exploring their effects on individual perceptions and willingness to learn
    Mehdi Darban, Greta L. Polites · 2016 · Computers in Human Behavior
  55. Effects of a tablet game intervention on simple addition and subtraction fluency in first graders
    Frauke van der Ven, Eliane Segers, Atsuko Takashima, Ludo T. W. Verhoeven · 2017 · Computers in Human Behavior
  56. Conceptual Change During a Serious Game
    Martijn C. Koops, Martijn Hoevenaar · 2012 · Simulation & Gaming
  57. Expertise and engagement
    Josh Aaron Miller, Uttkarsh Narayan, Matthew Hantsbarger, Seth Cooper, Magy Seif El‐Nasr · 2019 · International Conference on the Foundations of Digital Games (FDG)
  58. Serious Games and Experiential Learning: Options for Engineering Education
    Ernesto Armando Pacheco-Velazquez, María Soledad, David Ernesto Salinas-Navarro · 2023 · International Journal of Serious Games
  59. A plug and play pathway approach for operations management games development
    Kim Hua Tan, Ying Kei Tse, Pui Ling Chung · 2009 · Computers & Education
  60. Using Virtual Reality to Stimulate Healthy and Environmentally Friendly Food Consumption among Children: An Interview Study
    Eline Suzanne Smit, Marijn H. C. Meijers, Laura Nynke van der Laan · 2021 · International Journal of Environmental Research and Public Health
  61. Maximizing Engagement with Cultural Heritage through Video Games
    Daniel Camuñas García, María Pilar Cáceres Reche, María de la Encarnación Cambil Hernández · 2023 · Sustainability
  62. Using Second Life for Problem Based Learning in computer science programming
    Micaela Esteves, Benjamim Fonseca, Leonel Caseiro Morgado, Paulo Martins · 2009 · Journal of Virtual Worlds Research
  63. Implementing blended learning in emergency airway management training: a randomized controlled trial
    Madeleine Huei Tze Kho, Keng Sheng Chew, Abdul Muhaimin Noor Azhar, Mohd Lotfi Hamzah, Kee-Man Chuah, Aida Bustam, Hiang Chuan Chan · 2018 · BMC Emergency Medicine
  64. A framework to design vocabulary-based serious games for children with autism spectrum disorder (ASD)
    Kamran Khowaja, Siti Salwah Salim · 2019 · Universal Access in the Information Society
  65. Expressivity of creativity and creative design considerations in digital games
    Johanna Hall, Ursula Stickler, Christothea Herodotou, Ioanna Iacovides · 2019 · Computers in Human Behavior
  66. Effects of Incorporating AR into a Board Game on Learning Outcomes and Emotions in Health Education
    Hao-Chiang Koong Lin, Yu-Hsuan Lin, Tao-Hua Wang, Lun-Ke Su, Yueh‐Min Huang · 2020 · Electronics
  67. Cognitive and Affective Perspectives on Immersive Technology in Education
    Camilleri, Mark Anthony, Camilleri, Adriana Caterina · 2020 · Advances in educational technologies and instructional design book series
  68. Enhancing Decoding Efficiency in Poor Readers via a Word Identification Game
    Karly van Gorp, Eliane Segers, Ludo T. W. Verhoeven · 2016 · Reading Research Quarterly
  69. Immersion experiences and behavioural patterns in game‐based learning
    Mei‐En Hsu, Meng‐Tzu Cheng · 2021 · British Journal of Educational Technology
  70. Design of a virtual reality serious game for experiencing the colors of Dunhuang frescoes
    Zhizheng Liu, Ding Chen, Chi Zhang, Jian Yao · 2024 · Heritage Science
  71. Effects of the Digital Game-Development Approach on Elementary School Students' Learning Motivation, Problem Solving, and Learning Achievement
    Hui‐Chun Chu, Chun‐Ming Hung · 2015 · International Journal of Distance Education Technologies
  72. Influence of Gamification Elements on Emotion, Interest and Online Participation
    Can Meşe, Özcan Özgür Dursun · 2018 · TED EĞİTİM VE BİLİM
  73. Game-playing as an effective learning resource for elderly people: encouraging experiential adoption of touchscreen technologies
    Sabrina Oppl, Christian Stary · 2018 · Universal Access in the Information Society
  74. Effectiveness of use of online games kahoot! chemical to improve student learning motivation
    Leony Sanga Lamsari Purba, Elferida Sormin, Nelius Harefa, Sumiyati Sumiyati · 2019 · Jurnal Pendidikan Kimia
  75. Gamification of backcasting for sustainability: The development of the gameful backcasting framework (GAMEBACK)
    Georgina Guillén, Jaco Quist, Juho Hamari · 2021 · Journal of Cleaner Production
  76. Educational and Social Exergaming: A Perspective on Physical, Social, and Educational Benefits and Pitfalls of Exergaming at Home During the COVID-19 Pandemic and Afterwards
    Marco Rüth, Kai Kaspar · 2021 · Frontiers in Psychology
  77. Designing an extended smart classroom: An approach to game‐based learning for IoT
    Luka Petrović, Danijela Stojanović, Svetlana Mitrović, Dušan Barać, Zorica M. Bogdanović · 2021 · Computer Applications in Engineering Education
  78. Effects of a computer game on mathematics achievement and class motivation: an experimental study
    Atsusi “ c” Hirumi, Mansureh Kebritchi · 2008 · Journal of International Crisis and Risk Communication Research
  79. Computer games development experience and appreciative learning approach for creative process enhancement
    Yee Leng Eow, Wan Zah bte Wan Ali, Rosnaini bt. Mahmud, Roselan Baki · 2010 · Computers & Education
  80. Development of a scale for fantasy state in digital games
    Beomkyu Choi, Jie Huang, Annie Jeffrey, Youngkyun Baek · 2013 · Computers in Human Behavior
  81. Using educational games and simulation software in a computer science course: learning achievements and student flow experiences
    Tsung-Yu Liu · 2014 · Interactive Learning Environments
  82. Designing productively negative experiences with serious game mechanics: Qualitative analysis of game-play and game design in a randomized trial
    Andrea Gauthier, Jodie Jenkinson · 2018 · Computers & Education
  83. Kes Sesi: A mobile game designed to improve kindergarteners' recognition of letter sounds
    Yavuz Samur · 2018 · Journal of Computer Assisted Learning
  84. Gameful Self-Regulation: A Study on How Gamified Self-Tracking Features Evoke Gameful Experiences
    Lobna Hassan, Nannan Xi, Bahadir Gurkan, Jonna Koivisto, Juho Hamari · 2020 · Hawaii International Conference on System Sciences (HICSS)
  85. Applying tangible story avatars to enhance children's collaborative storytelling
    Chen‐Chung Liu, Kuo‐Ping Liu, Pi‐Hui Wang, Gwo‐Dong Chen, Mu‐Chun Su · 2010 · British Journal of Educational Technology
  86. The Role of the TPACK in Game-Based Teaching: Does Instructional Sequence Matter?
    Chung-Yuan Hsu, Jyh‐Chong Liang, Yi-Ching Su · 2014 · The Asia-Pacific Education Researcher
  87. 3D Virtual Itinerary for Education Using Google Earth as a Tool for the Recovery of the Geological Heritage of Natural Areas: Application in the “Las Batuecas Valley” Nature Park (Salamanca, Spain)
    Antonio Miguel Martínez-Graña, José Ángel González Delgado, Silvia Pallarés, José Luis Goy Goy, Jorge Civis Llovera · 2014 · Sustainability
  88. Comparing 2D and 3D game‐based learning environments in terms of learning gains and student perceptions
    Oğuz Ak, Birgül Kutlu · 2015 · British Journal of Educational Technology
  89. Flow revisited: process conceptualization and a novel application to service contexts
    Jan Drengner, Steffen Jähn, Pia Furchheim · 2018 · Journal of service management
  90. Hall of Heroes: A Digital Game for Social Skills Training with Young Adolescents
    Melissa E. DeRosier, James M. Thomas · 2019 · International Journal of Computer Games Technology
  91. Towards an Iterative Design for Serious Games
    Sergio J. Viudes-Carbonell, Francisco J. Gallego-Durán, Faraón Llorens Largo, Rafael Molina-Carmona · 2021 · Sustainability
  92. The dynamic influence of emotions on game-based creativity: An integrated analysis of emotional valence, activation strength, and regulation focus
    Yu‐chu Yeh, Ssu Chi Lai, Chung-Wei Lin · 2015 · Computers in Human Behavior
  93. Generative Artificial Intelligence in Educational Game Design: Nuanced Challenges, Design Implications, and Future Research
    Jewoong Moon, Unggi Lee, Junbo Koh, Yeil Jeong, Yunseo Lee, Gyuri Byun, Jieun Lim · 2024 · Technology Knowledge and Learning
  94. Relationship between Motivation and Student’s Activity on Educational Game
    Hyungsung Park · 2013
  95. Experiences of using a game for improving learning in software requirements elicitation
    Iván García, Carla Pacheco, Andrés León, Jose Antonio Calvo-Manzano · 2018 · Computer Applications in Engineering Education
  96. Learning Interdisciplinarity and Systems Approaches in Agroecology: Experience with the Serious Game SEGAE
    Julia Jouan, Mireille De Graeuwe, Matthieu Carof, Rim Baccar, Nathalie Bareille, Suzanne Bastian, Delphine Brogna, Giovanni Burgio, Sébastien Couvreur, Michał Cupiał et al. · 2020 · Sustainability
  97. An Investigation of Game-Embedded Handheld Devices to Enhance English Learning
    Hui-Chun Hung, Shelley Shwu‐Ching Young · 2015 · Journal of Educational Computing Research
  98. Participatory multimedia learning: Engaging learners
    Kristian Juha Mikael Kiili · 2005 · Australasian Journal of Educational Technology
  99. Examining Essential Flow Antecedents to promote students’ Self-Regulated Learning and Acceptance of Use in a Game-Based Learning classroom
    Kelvin Wan, Vivian King, Kevin Chan · 2021 · The Electronic Journal of e-Learning
  100. Using Gamification in Teaching Physical Education: A survey review
    Ricardo Manuel Pires Ferraz, Diogo Ribeiro, Ana R. Alves, José E. Teixeira, Pedro Miguel Forte, Luís Branquinho · 2024 · Montenegrin Journal of Sports Science and Medicine