2017
DOI: 10.1109/tlt.2016.2639019
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Let Them Play: The Impact of Mechanics and Dynamics of a Serious Game on Student Perceptions of Learning Engagement

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Cited by 66 publications
(66 citation statements)
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“…The designers must keep in mind these factors while designing and teachers also need to integrate these factors to get the results better for encouraging behavior from learners by participating in such learning activities. This also mentioned by [52] in their study. www.ijacsa.thesai.org  The feature of music in game-based learning applications should be incorporated, which helps the user to develop their motivation towards better learning.…”
Section: Discussion and Recommendationssupporting
confidence: 65%
“…The designers must keep in mind these factors while designing and teachers also need to integrate these factors to get the results better for encouraging behavior from learners by participating in such learning activities. This also mentioned by [52] in their study. www.ijacsa.thesai.org  The feature of music in game-based learning applications should be incorporated, which helps the user to develop their motivation towards better learning.…”
Section: Discussion and Recommendationssupporting
confidence: 65%
“… The designers must be keeping in mind factors: usefulness, ease of use and clarity of goal that inspired the learners for using games to get the results better for effectiveness and encouraging behavior from learners by participating in such learning activities. These factors also highlighted in [59] [73].…”
Section: Recommendationsmentioning
confidence: 68%
“…Globally countries around the world are boosting teachers to use digital resources in language learning because in traditional classrooms teachers and students only communicate in the classroom whereas the learning environment has been changed with the emergence of iPad, iPhone or other Android applications [73]. According to [42] digital technology enables the students to communicate in an environment to enhance motivation in learning a subject.…”
Section: E Teaching English As a Second Language (Tesl) In Primarymentioning
confidence: 99%
“…This model has been used (with adaptations) in Wang et al [1], however, the multidimensional construct is focused on cognitive absorption and is not specific to video games. In a similar line, in Malhotra and Galletta [15] a multidimensional commitment model of volitional systems adoption and usage behavior is presented (also used in Wang et al [1]). In this model, the commitment to system use appears related to perceived usefulness, perceived ease of use, and attitudes toward using and behavioral intent.…”
Section: Canals Font Minguell and Regàs [27]mentioning
confidence: 99%
“…In particular, video games are a popular type of entertainment software that incorporates principles from multimedia and gameplay, which are being used with the additional purpose of improving certain areas of knowledge and skills. Specifically, in education, serious games are becoming important instructional tools and are increasingly being integrated into courses in many different areas to help individuals concentrate on the subject matter and enjoy learning [1]. Serious games offer new learning opportunities, providing challenging tasks that promote more autonomous and exciting instruction.…”
Section: Introductionmentioning
confidence: 99%