2015
DOI: 10.1111/bjet.12342
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The effectiveness of three serious games measuring generic learning features

Abstract: Maartje Bakhuys Roozeboom is a researcher at TNO, Leiden, The Netherlands. Her main interests are in the area of the evaluation research in various domains such as occupational health and serious gaming. Gillian Visschedijk is a researcher at TNO, Soesterberg, The Netherlands. Her main research interests are in the area of serious games in various domains such as education, health, crisis management and military. Her work is characterized by both design projects and validation studies. Esther Oprins is a rese… Show more

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Cited by 47 publications
(25 citation statements)
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“…Game-based learning has been widely recognized as one of the most effective approaches for learning for children as well as adults [7][8][9][10][11][12][13][14].…”
Section: Game-based Learningmentioning
confidence: 99%
“…Game-based learning has been widely recognized as one of the most effective approaches for learning for children as well as adults [7][8][9][10][11][12][13][14].…”
Section: Game-based Learningmentioning
confidence: 99%
“…On the other hand, it can be applied in form of a curve that illustrates skill improvements and achieved mile stones. This way, gaming mechanisms like feedback and progress impart a feeling of competence and positively affect self-reported learning outcomes [29]. All three components, challenge, progression and feedback, positively affect users motivation and are therefore appropriate mechanics for Serious Game in a corporate context.…”
Section: Related Workmentioning
confidence: 99%
“…The game industry is growing rapidly and estimated to be $18.4 billion in the USA alone (Statista, 2017). Several studies have recognised and realised the educational potential of digital games (Cheng, Lin, She, & Kuo, 2017;Roozeboom, Visschedijk, & Oprins, 2017). As a result, educational technologists and researchers have designed and developed serious games, a new genre of digital games for educational purposes.…”
Section: Introductionmentioning
confidence: 99%
“…Moreover, educational technologists have also applied serious games in special education for people with disabilities (Torrente et al, 2014). Previous research suggests that serious games are a type of educational technology that can provide an enhanced experience compared to other teaching methods (Carvalho et al, 2015;Roozeboom et al, 2017). However, it is important to have a deeper understanding of the impact of serious games on the learning process to encourage its use in education.…”
Section: Introductionmentioning
confidence: 99%