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Published in 2018 at "Educational Technology Research and Development"
DOI: 10.1007/s11423-017-9537-y
Abstract: The use of digital games as an instructional tool has garnered increasing attention in the education community. Empirical work supported by theory on the learning affordances of digital games allowed the game-based learning community to… read more here.
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Published in 2023 at "European Journal of Engineering Education"
DOI: 10.1080/03043797.2022.2093168
Abstract: ABSTRACT The application of digital games in higher education is on the rise in engineering. With the recent COVID-19 restrictions and the move to virtual learning, the interest in and the need for virtual laboratories… read more here.
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Published in 2018 at "European Early Childhood Education Research Journal"
DOI: 10.1080/1350293x.2018.1522479
Abstract: ABSTRACT Play is never absent in human life, especially for children. The act of playing requires a game. Games can be divided into digital games and non-digital games. Digital games are games that utilise computers,… read more here.
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Published in 2021 at "Learning, Media and Technology"
DOI: 10.1080/17439884.2021.1896539
Abstract: ABSTRACT There is growing interest in the incorporation of digital games as part of the suite of offerings in museum education in heritage environments. Digital games are seen as ways of recreating historic worlds, affording… read more here.
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Published in 2017 at "Games for health journal"
DOI: 10.1089/g4h.2016.0037
Abstract: OBJECTIVE This study explored the perceptions of seniors who play digital games on the potential benefits of these games and on the factors associated with these perceptions. MATERIALS AND METHODS We developed and administered a… read more here.
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Published in 2017 at "IEEE Transactions on Learning Technologies"
DOI: 10.1109/tlt.2016.2521372
Abstract: Digital games can make unique and powerful contributions to K-12 science education, but much of that potential remains unrealized. Research evaluating games for learning still relies primarily on pre- and post-test data, which limits possible… read more here.
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Published in 2022 at "Computer Graphics Forum"
DOI: 10.1111/cgf.14669
Abstract: Occlusion culling has become a prevalent method in modern game engines. It can significantly reduce the rendering cost by using an approximate coarse mesh (occluder) for culling hidden objects. An ideal occluder should use as… read more here.
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Published in 2022 at "Journal of Environmental and Public Health"
DOI: 10.1155/2022/6375787
Abstract: The purposes is to investigate how digital games affect teenagers' physical and mental sustainable development and analyze the interactions and communications between teenagers and digital games using the domestication theory. (1) Background. A healthy mutual-domestication… read more here.
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Published in 2022 at "Journal of Educational Computing Research"
DOI: 10.1177/07356331221121106
Abstract: This study investigates how digital game co-creation promotes Computational Thinking (CT) skills among children in sub-urban primary schools. Understanding how CT skills can be fostered in learning programming concepts through co-creating digital games is crucial… read more here.
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Published in 2023 at "Games and Culture"
DOI: 10.1177/15554120221105461
Abstract: This study explores the way mass-media outlets make use of digital games to convey journalistic messages. Newsgames have been defined by several scholars in the intersection between digital journalism and game studies. However, because of… read more here.