Successful implementation of user-centered game based learning in higher education: An example from civil engineering
By Martin Ebner, Andreas Holzinger. Comput. Educ., 2007
707 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Education
View Paper: https://www.semanticscholar.org/paper/6137c21194612f26baa1242ef409125b3d2e055c
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Developmental and Educational Psychology
- Karen R. Clark
- Meihua Qian
- Tim Neumann
- Li-Hsueh Yang
- Sheng-Yuan Wang
- Po-Han Wu
- Chi-Chang Chen
- Gwo-Jen Hwang
In Education
- Po-Han Wu
- Chi-Chang Chen
- Li-Hsueh Yang
- Sheng-Yuan Wang
- Gwo-Jen Hwang
- Sara de Freitas
- Maja Wrzesien
- Karen R. Clark
Citations in the corpus
- Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project (2010, methodology): “Moreover , games were evaluated as an effective educational tool to learn the Theory of Structures for Civil Engineering (Ebner & Holzinger, 2005) and computer science concepts (Papastergiou, 2009).”
- A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013, background): “In the past decade, various studies have been conducted and have reported that digital game-based learning is able to promote students’ learning interest and learning motivations (Ebner & Holzinger, 2007; van Eck, 2006; Gee, 2003; Huang, Huang, & Tschopp, 2010; Papastergiou, 2009). For example, Chan”
- An online game approach for improving students' learning performance in web-based problem-solving activities (2012, background): “…Eck & Dempsey, 2002; Lowrie & Jorgensen, 2011), software engineering (Cagiltay, 2007; Connolly, Stansfield, &Hainey, 2007), civil engineering (Ebner&Holzinger, 2007), business (Kiili, 2007), computer science (Papastergiou, 2009), social science (Cuenca López &Martín Cáceres, 2010), geography…”
- Towards interactive Machine Learning (iML): Applying Ant Colony Algorithms to Solve the Traveling Salesman Problem with the Human-in-the-Loop Approach (2016, neutral): “In the future it is planned to use gamification [45] and crowdsourcing [46], with the grand goal to make use of many humans to help to solve hard problems.”
- The use of 'exploratory learning' for supporting immersive learning in virtual environments (2009, background): “2.0: Case studies from practice A growing academic interest in the use of simulation and game-based learning is reflected in the literature (e.g. Ebner & Holzinger, 2007; Hayes, 2007; Wall & Ahmed, 2007).”
- Game-based Learning and 21st century skills: A review of recent research (2016, background): “However, little is known regarding how game-based learning may in fl uence students ’ 21st century skill development (Ebner & Holzinger, 2007; Ke, 2009; Kim, Park, & Baek, 2009; Papastergiou, 2009; Van Eck & Dempsey, 2002).”
- The Impact of Environmental Factors on Academic Performance of University Students Taking Online Classes during the COVID-19 Pandemic in Mexico (2020, background): “This can be done through game-based learning [88,89], since it promotes learning through an entertaining way and fosters student motivation to increase engagement in the educational process [90].”
- Building virtual cities, inspiring intelligent citizens: Digital games for developing students' problem solving and learning motivation (2012, background): “…provide a meaningful framework for solving problems (Annetta, 2008), since students are placed in scenarios in which they must synthesize diverse information and analyze strategies, leading to a greater understanding of the causal links between decision-making behaviors (Ebner & Holzinger, 2007).”
- A META-ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER-BASED SIMULATION GAMES (2011, methodology): “Courses differed in terms of whether the simulation game was the only instruction the treatment group received (e.g., Kim, Kim, Min, Yang, & Nam, 2002; North et al., 2003) or the simulation game was used as a supplement to other instructional methods (e.g., Ebner & Holzinger, 2007; Ortiz, 1994).”