2016
DOI: 10.1016/j.ijcci.2016.09.001
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Learning efficacy and user acceptance of a game-based social skills learning environment

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Cited by 24 publications
(12 citation statements)
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References 286 publications
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“…These results are consistent with those of Santhanam et al. (2016) and Tan et al. (2016), but are not identical to those of Jung et al.…”
Section: Discussionsupporting
confidence: 75%
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“…These results are consistent with those of Santhanam et al. (2016) and Tan et al. (2016), but are not identical to those of Jung et al.…”
Section: Discussionsupporting
confidence: 75%
“…Consequently, game quality is positively associated with learners’ learning motivations and learning effectiveness. Therefore, in the present research, we reviewed the literature on game characteristics/elements, as presented in Table 1, and identified four primary categories of game quality: rules/goals, challenges, control, and competition (Garris et al., 2002; Hou & Li, 2014; Jung et al., 2010; Kim & Shute, 2015; Moizer et al., 2019; Santhanam et al., 2016; Tan et al., 2016; Yang & Chang, 2013).…”
Section: Theoretical Background and Related Studiesmentioning
confidence: 99%
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“…Regarding the former, our goal was to assess whether our gamification approach was effective, since user experience is one of the two main goals of gamification according to Dominguez et al (Domínguez et al, 2013). Also, as has been shown in other technological and learning contexts (Bargshady, Pourmahdi, Khodakarami, Khodadadi, & Alipanah, 2015;Pindeh, Suki, & Suki, 2016;Tan, Goh, Ang, & Huan, 2016), children's user experience in terms of ease of use and fun influences their attitude to using the learning application and the effectiveness of the learning process. In this respect, three research questions were defined as follows:…”
Section: Discussionmentioning
confidence: 99%