2005
DOI: 10.1016/j.iheduc.2004.12.001
|View full text |Cite
|
Sign up to set email alerts
|

Digital game-based learning: Towards an experiential gaming model

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

21
665
2
52

Year Published

2007
2007
2019
2019

Publication Types

Select...
7
3

Relationship

0
10

Authors

Journals

citations
Cited by 1,097 publications
(818 citation statements)
references
References 18 publications
21
665
2
52
Order By: Relevance
“…Digital gaming is increasingly seen as a form of experiential learning [61,91,105]. Doshi [33] claims that using gaming to teach skills allows students to fit otherwise abstract concepts into their daily lives.…”
Section: Computer-supported Learning Principlesmentioning
confidence: 99%
“…Digital gaming is increasingly seen as a form of experiential learning [61,91,105]. Doshi [33] claims that using gaming to teach skills allows students to fit otherwise abstract concepts into their daily lives.…”
Section: Computer-supported Learning Principlesmentioning
confidence: 99%
“…The experiential gaming model can be used to design and analyse educational computer games. However, the model works only as a link between educational theory and game design and does not provide the means to a whole game design project [12].…”
Section: Literature Reviewmentioning
confidence: 99%
“…The experiential gaming model (Fig. 3) helps to design and analyze educational games [17]. This model takes in account the flow theory and gameplay.…”
Section: B Experiential Gaming Modelmentioning
confidence: 99%