Practical Evaluation on Serious Games in Education
Abstract
Keywords
References
- L. Phipps, V. Alvarez, S. de Freit as, K. Wong, M. Baker, and J. Pettit, "Conserv-AR: A Virtual and Augment ed Reality Mobile Game to Enhance Students’ Awareness of Wildlife Conservation in Western Australia", Proceedings of the 15th World Conference on Mobile and Contextual Learning (mLearn 2016), Sydney, Australia, vol. 1, pp. 214-217, 2016
- H.A. Spires, "21st century skills and serious games: Preparing the N generation," in L.A. Annetta, Serious educational games. Rotterdam, The Netherlands: Sense Publishing, 2008
- United Nations Educational, Scientific and Cultural Organization, unesco ict competency framework for teachers, 2011;
- P . Fotaris, T. Mastoras, R. Leinfellner, and Y. Rosunally, "Climbing Up the Leaderboard; An Empirical Study of Applying Gamification Techniques to a Computer Programming Class," Electronic Journal of e-Learning, vol. 14, no. 2, pp. 94-110, 2016.
- T .M. Connolly, E.A. Boyle, E. MacArthur, T. Hainey, and J.M. Boyle, "A systematic literature review of empirical evidence on computer games and serious games," Computers & Education, vol. 59, pp. 661–686, 2012.
- J.C. Burguillo, "Using game theory and Competition-based learning to stimulate student motivation and performance," Computers & Education, vol. 55, no. 2, pp. 566–575, 2010
- Digit al competence ht t ps://europass.cedefop.europa.eu/resources/digit al-competences , 15.12.2018;
- Lego education, https://education.lego.com, 25.02.2019;
Details
Primary Language
English
Subjects
Computer Software
Journal Section
Research Article
Authors
Slavica Mileva Eftimova
This is me
Macedonia
Ana Madevska Bogdanova
This is me
Macedonia
Vladimir Trajkovik
This is me
Macedonia
Publication Date
December 31, 2021
Submission Date
January 18, 2021
Acceptance Date
March 17, 2021
Published in Issue
Year 2021 Volume: 1 Number: 2
