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International Journal of Game-Based Learning, Volume 11
Volume 11, Number 1, 2021
- Harshada Patel, Madeline Hallewell:
Persona-Scenarios in Game Development: Communication Tensions Between Hearing Aid Users and Communication Partners. 1-16 - Orit Avidov-Ungar, Merav Hayak:
Teacher Perception of the Adoption and Implementation of DGBL in Their Classroom Teaching: Adoption and Implementation of DGBL Among Teachers. 17-30 - Ke Li, Mark Peterson, Qiao Wang:
Using Community of Inquiry to Scaffold Language Learning in Out-of-School Gaming: A Case Study. 31-52 - Anna Sendra, Natàlia Lozano-Monterrubio, Jordi Prades-Tena, Juan Luis Gonzalo-Iglesia:
Developing a Gameful Approach as a Tool for Innovation and Teaching Quality in Higher Education. 53-66 - Faizan Ahmad, Zeeshan Ahmed, Sara Muneeb:
Effect of Gaming Mode Upon the Players' Cognitive Performance During Brain Games Play: An Exploratory Research. 67-76
Volume 11, Number 2, 2021
- Irini Malegiannaki, Thanasis Daradoumis, Symeon Retalis:
Using a Story-Driven Board Game to Engage Students and Adults With Cultural Heritage. 1-19 - Franck Taillandier, Alice Micolier, Gérard Sauce, Myriam Chaplain:
DOMEGO: A Board Game for Learning How to Manage a Construction Project. 20-37 - Nabila Hamdaoui, Mohammed Khalidi Idrissi, Samir Bennani:
Learner Modeling in Educational Games Based on Fuzzy Logic and Gameplay Data. 38-60 - Anik Das, Sumaiya Amin, Muhammad Ashad Kabir, Md. Sabir Hossain, Mohammad Mainul Islam:
FoodCalorie: A Mobile Game to Learn Daily Calorie Intake Standard. 61-81
Volume 11, Number 3, 2021
- Tami Seifert, Yoav Gez:
Engaging Students Through Escape Games and a Play Environment During Recess. 1-18 - Caroline V. Katemba, Grace V. Sinuhaji:
Can ESA Method Through Quizizz Games Enhance Vocabulary Knowledge? 19-37 - José Ramón Calvo-Ferrer:
Effectiveness of Type of Feedback and Frequency on Digital Game-Based L2 Vocabulary Acquisition. 38-55 - Andie Tangonan Capinding:
Effect of Teams-Games Tournament (TGT) Strategy on Mathematics Achievement and Class Motivation of Grade 8 Students. 56-68
Volume 11, Number 4, 2021
- Henry Wai-Hang Ling, Kenneth Ho-Him Tsang, Kenneth Sau-Yin Yu, Vincent Wan-Ping Lee, Johnny Chung-Yee Wong, Winnie Ka-Ying Ng, Icy Sun, Ngan Avis:
Use of LEGO® SERIOUS PLAY® and Other Working Approaches in Youth in Hong Kong. 1-18 - Omar Alawajee, Jonathan Delafield-Butt:
Minecraft in Education Benefits Learning and Social Engagement. 19-56 - Ioannis Papadopoulos, Eirini Tenta:
Escape Rooms as a Collaborative Problem-Solving Environment. 57-71 - Mirela Gutica, Stephen Petrina:
Emotional Agents in Educational Game Design: Heroes of Math Island. 72-89
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