Serious Games and Edutainment Applications 2011
DOI: 10.1007/978-1-4471-2161-9_23
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Social Interactive Learning in Multiplayer Games

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Cited by 18 publications
(9 citation statements)
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“…The feedback students get from their teachers is very important to help them progress and move to the next level (Kapp, 2012a), thus mastering due contents. Gamification promotes student motivation and engagement (Clark & Rossiter, 2008), as well as interest and improvement (Camilleri, Busuttil, & Montebello, 2011;Kapp, 2012a). It is possible to say that the number of people who use a certain game-based resource may have a positive impact on the users' motivation, who are more likely to continue using it (Lin & Bhattacherjee, 2008).…”
Section: Systematic Literature Review Gamificationmentioning
confidence: 99%
“…The feedback students get from their teachers is very important to help them progress and move to the next level (Kapp, 2012a), thus mastering due contents. Gamification promotes student motivation and engagement (Clark & Rossiter, 2008), as well as interest and improvement (Camilleri, Busuttil, & Montebello, 2011;Kapp, 2012a). It is possible to say that the number of people who use a certain game-based resource may have a positive impact on the users' motivation, who are more likely to continue using it (Lin & Bhattacherjee, 2008).…”
Section: Systematic Literature Review Gamificationmentioning
confidence: 99%
“…through leaderboards). [8] The comments of the students were in the same sense, for example: "I found this exercise very useful as a means of learning and particularly enjoyed the competitive aspect and how it captivates the students. It joins the useful to the pleasant, I must say that I quite liked the idea and I would not mind repeating it. "…”
Section: Resultsmentioning
confidence: 92%
“…Tal fue el caso del éxito de los juegos en red con un eminente carácter prosocial, ligados a la construcción de granjas (FarmVille), castillos (CastleVille), ciudades (CityVille), etc., cuyo valor añadido radicaba en ofrecer actividades que fomentaban la adquisición de conocimientos específicos, la colaboración y la transferencia de estrategias entre los jugadores virtuales, tanto para ampliar sus dominios como adquirir un mayor rango, etc. En ellos se primaba el aprendizaje a partir de la experiencia de juego compartido, al establecer pautas de interacción ligadas a la cooperación y al apoyo entre los usuarios para superar retos y promocionar de nivel (Camilleri, Busuttil & Montebello, 2011).…”
Section: Introductionunclassified