2017
DOI: 10.4236/ce.2017.83032
|View full text |Cite
|
Sign up to set email alerts
|

Exploring Student’s Motivational Aspects by Developing and Applying a Ubiquitous Digital Serious Game Approach

Abstract: Digital serious games and game-based learning have contributed to the expansion of new educational paradigms, where the use of computing resources is mixed with traditional ways of teaching. Allied to these advances, the virtual worlds are increasingly being used as tools to motivate students, providing immersion, autonomy and dynamism. This paper shows the development and application, focusing on the latter, of JASPION, a ubiquitous serious game integrated to OpenSim virtual world for computer networks educat… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1

Citation Types

0
1
0

Year Published

2020
2020
2021
2021

Publication Types

Select...
1
1

Relationship

0
2

Authors

Journals

citations
Cited by 2 publications
(1 citation statement)
references
References 18 publications
0
1
0
Order By: Relevance
“…While immersion has been regarded as a major factor in gamebased learning toward learners' engagement (Krassmann et al, 2017;Hamari et al, 2016;Cheng et al, 2017), the lack of significant effect observed on immersion in the current study could be attributed to the trivia/quiz game format adopted in this study instead of designing a serious game for learning about motivation. Cheng (Cheng et al, 2017) suggested that though serious games activates immersion, yet immersion does not necessarily warrant learning gain.…”
Section: Discussionmentioning
confidence: 56%
“…While immersion has been regarded as a major factor in gamebased learning toward learners' engagement (Krassmann et al, 2017;Hamari et al, 2016;Cheng et al, 2017), the lack of significant effect observed on immersion in the current study could be attributed to the trivia/quiz game format adopted in this study instead of designing a serious game for learning about motivation. Cheng (Cheng et al, 2017) suggested that though serious games activates immersion, yet immersion does not necessarily warrant learning gain.…”
Section: Discussionmentioning
confidence: 56%