2012
DOI: 10.1016/j.compedu.2011.08.012
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Opening The Door: An evaluation of the efficacy of a problem-based learning game

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Cited by 46 publications
(21 citation statements)
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“…Researchers created multimedia enriched environments successfully increasing students' motivation [15] [16]. Due to their popularity [17], games were also embraced by PBL community, with efforts made to understand game elements that can lead to the improvement of educational technologies, enhancing students' engagement [18]. Redesigned courses were highly rated by students, but no significant changes were found in terms of learning.…”
Section: Use Of Technology In Pblmentioning
confidence: 99%
“…Researchers created multimedia enriched environments successfully increasing students' motivation [15] [16]. Due to their popularity [17], games were also embraced by PBL community, with efforts made to understand game elements that can lead to the improvement of educational technologies, enhancing students' engagement [18]. Redesigned courses were highly rated by students, but no significant changes were found in terms of learning.…”
Section: Use Of Technology In Pblmentioning
confidence: 99%
“…In addition to the mentioned approaches, some techniques have been applied in the progress of projects, such as virtual meetings, e-learning, skill sections, game elements, Matlab, robots and communities of practice, among others (Prince & Felder, 2006;Bellmunt et al, 2006;Behrens et al, 2010;McLurkin et al, 2013;Santos-Martin et al, 2012;Soares et al, 2014;Hosseinzadeh & Hesamzadeh, 2012;Warren et al, 2012). Finally, as a tool for evaluation, peer evaluation was used in the composition of students' grades (De los Ríos-Carmenado et al, 2015;Chau, 2007;Palmer & Hall, 2011;Hosseinzadeh & Hesamzadeh, 2012;Mantri et al, 2008;Hersam et al, 2004;Rodríguez et al, 2015;Kumar & Hsiao, 2007).…”
Section: Classificationmentioning
confidence: 99%
“…PBL also provided the underlying theoretical framework for The Door, a problem-based, alternate reality game (AltRG) for a computer applications course in a postsecondary setting (Warren, Dondlinger, McLeod, & Bigenho, 2011). However, each of these problem-based learning games was designed for learners to play; in contrast, students in the GVP learned through designing a game rather than playing one.…”
Section: Problem-based Learning and Gamesmentioning
confidence: 99%