Didactics of Smart Pedagogy 2018
DOI: 10.1007/978-3-030-01551-0_6
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Why Should I Play This Game? The Role of Motivation in Smart Pedagogy

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Cited by 26 publications
(14 citation statements)
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References 74 publications
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“…Research findings on the effects of VRTs and gaming remain contradictory. On the one hand, studies are proving the positive impact on cognitive, motivational, emotional, social development, and enhancement of both learning and training tasks (Shaffer et al 2005 ; Van Eck 2006 ; Gee 2008 ; Dalgarno and Lee 2010 ; Granic et al 2014 ; Fowler 2015 ; Passig et al 2016 ; Palaus et al 2017 ; Molina-Carmona et al 2018 ; Kaimara and Deliyannis 2019 ; Mayer 2019 ; Makransky et al 2019 ; Checa and Bustillo 2020 ; Kaimara et al 2020b ; Chang et al 2020 ; Pallavicini and Pepe 2020 ) while other researchers argued that VR and games have the potential to elicit strong negative emotional consequences (Lavoie et al 2020 ), could lead to distraction or even addiction, sleep patterns disruption, cardio-metabolic deficiencies, obesity, etc. (Calvert et al 2013 ; Tate et al 2013 ; Turel et al 2016 ; Thierer and Camp 2017 ; Fuller et al 2017 ; Kenney and Gortmaker 2017 ; Turel et al 2017 ).…”
Section: Introductionmentioning
confidence: 99%
“…Research findings on the effects of VRTs and gaming remain contradictory. On the one hand, studies are proving the positive impact on cognitive, motivational, emotional, social development, and enhancement of both learning and training tasks (Shaffer et al 2005 ; Van Eck 2006 ; Gee 2008 ; Dalgarno and Lee 2010 ; Granic et al 2014 ; Fowler 2015 ; Passig et al 2016 ; Palaus et al 2017 ; Molina-Carmona et al 2018 ; Kaimara and Deliyannis 2019 ; Mayer 2019 ; Makransky et al 2019 ; Checa and Bustillo 2020 ; Kaimara et al 2020b ; Chang et al 2020 ; Pallavicini and Pepe 2020 ) while other researchers argued that VR and games have the potential to elicit strong negative emotional consequences (Lavoie et al 2020 ), could lead to distraction or even addiction, sleep patterns disruption, cardio-metabolic deficiencies, obesity, etc. (Calvert et al 2013 ; Tate et al 2013 ; Turel et al 2016 ; Thierer and Camp 2017 ; Fuller et al 2017 ; Kenney and Gortmaker 2017 ; Turel et al 2017 ).…”
Section: Introductionmentioning
confidence: 99%
“…Digital educational games do not set enjoyment and fun as their primary objective, but their environment includes educational content in a challenging and enjoyable way which promotes active learning [22]. From a bird's-eye view, digital educational games must harmonize engagement, challenge, entertainment, and learning [28]. Digital educational games are based on four main elements which are engagement, autonomy, mastery, and progression.…”
Section: Classification and Characteristics Of Digital Educational Gamesmentioning
confidence: 99%
“…"Smart education" comprises all of the features that are the basic principles of Keller's theory for motivation (ARCS-V), i.e. curiosity, relevance, confidence, satisfaction, self-regulation [24], [23].…”
Section: Mobile Based Learningmentioning
confidence: 99%