2006
DOI: 10.1016/j.cag.2005.10.003
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Bio-edutainment: Learning life science through X gaming

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Cited by 35 publications
(19 citation statements)
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“…(), Cai et al . (), Chatham (), De Paolis, Aloisio, Celentano, Luigi, and Pietro (), Moreno‐Ger et al . () and Torrente, Moreno‐Ger, Martínez‐Ortiz, and Fernández‐Manjón (), educational games contribute to the development of concentration, decision making, problem‐solving skills, creativity, teamwork and IT (Information technologies) skills.…”
Section: Literature Reviewmentioning
confidence: 99%
“…(), Cai et al . (), Chatham (), De Paolis, Aloisio, Celentano, Luigi, and Pietro (), Moreno‐Ger et al . () and Torrente, Moreno‐Ger, Martínez‐Ortiz, and Fernández‐Manjón (), educational games contribute to the development of concentration, decision making, problem‐solving skills, creativity, teamwork and IT (Information technologies) skills.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Therefore, the potential for the integration of games and learning becomes ever more significant. Many experimental studies state that computer games, and especially some features, can provide new ways of learning [4,5,6]. In fact, they have shown that educational games (or serious games) are capable of helping players to learn.…”
Section: Introductionmentioning
confidence: 99%
“…Prensky (2001) said that a game is the learning method the brain likes the most. A game has been known to play an important role in human activities, and is the most natural way for humans to build knowledge and skills (Cai et al, 2006). A game can contribute to the educational realm since it can intrigue learners' motivation, promote their active participation (Hämäläinen, 2008;Mann et al, 2002), and help to enhance learners' self-directed learning and problem-solving abilities (Amory, Naicker, Vincent, & Adams, 1999).…”
Section: Introductionmentioning
confidence: 99%