2015
DOI: 10.1111/bjet.12314
|View full text |Cite
|
Sign up to set email alerts
|

Game‐based learning engagement: A theory‐ and data‐driven exploration

Abstract: The promise of using games for learning is that play-and learning-engagement would occur cohesively as a whole to compose a highly motivated learning experience. Yet the conceptualization of such an integrative process in the development of play-based learning engagement is lacking. In this analytical paper, we explored and conceptualized the nature and development of game-based learning engagement via an iterative, two-stage analytical process. The first stage was theory driven. The literatures on motives of … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

3
74
0
1

Year Published

2017
2017
2023
2023

Publication Types

Select...
4
3
1

Relationship

1
7

Authors

Journals

citations
Cited by 120 publications
(90 citation statements)
references
References 70 publications
3
74
0
1
Order By: Relevance
“…Ke, Xie [13] British Journal of Education Technology 1 7 Learning with serious games: Is fun playing the game a predictor of learning success?.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…Ke, Xie [13] British Journal of Education Technology 1 7 Learning with serious games: Is fun playing the game a predictor of learning success?.…”
Section: Resultsmentioning
confidence: 99%
“…The engagement in learning is demonstrated by the mindfully goaldirected behaviors and reflections that indicate a meaningful and profound involvement in learning activities [13]. The visible progress bar, for example, plays a vital role as the indication of learners' progress toward the end of the game as well as the number of accumulated points or badges of the student [2].…”
Section: Maintaining Student's Attentionmentioning
confidence: 99%
“…The population tested in the literature review ranges from 5 participants in small qualitative studies (Ke et al, 2015) to 5071 participants in extensive quantitative quasi-experimental research (Lu et al, 2014). Most of the participants are young undergraduate, graduate or post-graduate students, and faculty members.…”
Section: Data Set Characteristicsmentioning
confidence: 99%
“…There has been an impact evaluation across subject disciplines, such as Computer Science (Strycker, 2016), Engineering (Chaves et al, 2015), Physics (Adams, 2016), Medicine (Dankbaar, 2016), Nursing (Sarabia-Cobo, 2016), Management (Geithner & Menzel, 2016), Political Sciences (Jones & Bursens, 2015), Education (Ke, 2015), Languages (Franciosi, 2016), and Social Sciences (Cózar-Gutiérrez & Sáez-López, 2016).…”
Section: Cognitive Outcomesmentioning
confidence: 99%
“…Serious gaming is gaining momentum in an educational context as an interactive and motivational approach to learning (Jabbar and Felicia 2015;Ke et al 2016;Boyle et al 2016). Because of these advantages, and in comparison to traditional educational delivery methods, serious games are being increasingly used for training in governmental, military, health, and educational arenas (Zyda 2005;Boyle et al 2016).…”
Section: Introductionmentioning
confidence: 99%