Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness
By Séverine Erhel, Eric Jamet. Comput. Educ., 2013
584 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/c43c32f0cb14d72869cc294f0d81a88b12d22b4e
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Maira B. Carvalho
- Francesco Bellotti
- D. Gibson
- Riccardo Berta
- Alessandro De Gloria
- G.W.M. Rauterberg
- John Morgan
- Jannicke Madeleine Baalsrud Hauge
Citations in the corpus
- An activity theory-based model for serious games analysis and conceptual design (2015, background): “Several studies indicate that games can provide an enhanced experience compared to more common teaching methods (Bellotti, Berta and De Gloria, 2010; Knight et al., 2010; Kebritchi et al., 2010; Guillén-Nieto and Aleson-Carbonell, 2012; Kickmeier-Rust and Albert, 2012; Erhel and Jamet, 2013) and thu”
- Will MOOCs transform learning and teaching in higher education? Engagement and course retention in online learning provision (2015, background): “This growing evidence-based research is increasing the credibility of games as a learning tool for hardto-reach learners, motivating online learners and improving performance (eg, Erhel & Jamet, 2013; Schmitz, Klemke, Specht, Hoffmann & Klamma, 2012; Snow, Jackson, Varner & McNamara, 2013).”
- E-learning, M-learning and D-learning: Conceptual definition and comparative analysis (2018, unknown): “…Merchant et al., 2014) Intelligent (Traxler, 2007) Situationism (Laouris and Eteokleous, 2005; Soualah-Alila et al., 2013) Game-based learning (Erhel and Jamet, 2013; Kiili, 2005; Van Eck, 2006; Victoria State Government, 2017) Usable (Traxler, 2007) Personal (Traxler, 2007) Accessing digital…”