2007
DOI: 10.1016/j.compedu.2005.11.026
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Successful implementation of user-centered game based learning in higher education: An example from civil engineering

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Cited by 529 publications
(325 citation statements)
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References 22 publications
(22 reference statements)
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“…In our work, the main aspect to check was the learning outcomes. Reviewing previous work, comparing new methods with traditional methods seems to be a common technique (Randel et al, 1992;Rosas et al, 2003;Ebner and Holzinger, 2007;Telner et al, 2010;Yang, 2012;Chen and Tsai, 2012). Following this trend, we compared our proposal with traditional games.…”
Section: New Methods Vs Traditional Methodsmentioning
confidence: 95%
“…In our work, the main aspect to check was the learning outcomes. Reviewing previous work, comparing new methods with traditional methods seems to be a common technique (Randel et al, 1992;Rosas et al, 2003;Ebner and Holzinger, 2007;Telner et al, 2010;Yang, 2012;Chen and Tsai, 2012). Following this trend, we compared our proposal with traditional games.…”
Section: New Methods Vs Traditional Methodsmentioning
confidence: 95%
“…The use of game technology for learning purposes has been widely used, and its suitability for education has been supported by several previous works. For example, Virvou et al [7] evaluated an Intelligent Tutoring system as a virtual reality educational game, demonstrating that games of this kind can be very motivating while improving the learning effects on students; Mumtaz [8] studied the nature and experiences of children's computer use at home and school, where she found out that 77% of them used computers every day for playing video games; Ebner and Holzinger [9] designed an online game for higher education that is related to the Theory of Structures in Civil Engineering. A playful approach achieves software that is more motivating and engaging.…”
Section: Background 21 Learning Itinerariesmentioning
confidence: 99%
“…Q16 [1][2][3][4][5] 3.62±1.05 Easy Q17 [1][2][3][4][5] 4.39±0.69 Good Q18 [1][2][3][4][5] 4.22±0.85 Easy Q19 [1][2][3][4][5] 4.52±0.74 A lot Q20 [1][2][3][4][5] 3.90±1.29 Enough Q21 [1][2][3][4][5] 4.07±1.07 A lot Q22 [1][2][3][4][5] 4.34±0.94 A lot Q23 [1][2][3][4][5][6][7][8][9][10] 9.14±1.83 Very good To determine if there were statistically significant differences between the two game modes with respect to the satisfaction questions, an unpaired t-test was performed. Table 6 shows the results of the test.…”
Section: Satisfaction and Interaction Outcomesmentioning
confidence: 99%
“…Nevertheless, many authors point out that there is still too little systematic and conclusive research in this area [1]. One of the positive effects described most often is increasing motivation [16], [6]. Tennyson & Jorczak [18] argue that both cognitive and affective variables are essential for playing games successfully.…”
Section: Related Workmentioning
confidence: 99%