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International Journal of Serious Games, Volume 8
Volume 8, Number 1, March 2021
- Alessandro De Gloria:
Editorial Vol. 8 Issue 1. 1-2 - Gabriele Gris, Clarissa Bengtson:
Assessment Measures in Game-based Learning Research. 3-26 - Wim Westera:
Comparing Bayesian Statistics and Frequentist Statistics in Serious Games Research. 27-44 - Kartheka Bojan, Thanos G. Stavropoulos, Ioulietta Lazarou, Spiros Nikolopoulos, Ioannis Kompatsiaris, Magda Tsolaki, Elizabeta B. Mukaetova-Ladinska, Aikaterini Christogianni:
The effects of playing the COSMA cognitive games in dementia. 45-58 - Emanuel Löffler, Bettina Schneider, Trupti Zanwar, Petra Maria Asprion:
CySecEscape 2.0 - A Virtual Escape Room To Raise Cybersecurity Awareness. 59-70 - Valeska Berg:
A Game-Based Online Tool to Measure Cognitive Functions in Students. 71-87
Volume 8, Number 2, June 2021
- Alessandro De Gloria:
Editorial. Vol. 8 Issue 2. 1-2 - Ioannis Afthinos, Vasileios Manasis, Thodoros-Panagiotis Chrysanthopoulos:
Serious Game Top Eleven as an Educational Tool in Sports Economics. 3-19 - Steven Hawthorn, Rui Jesus, Maria Ana Baptista:
A review of digital serious games for tsunami risk communication. 21-47 - Yi Xu, Roger Smeets, Rafael Bidarra:
Procedural generation of problems for elementary math education. 49-66 - Stelios Xinogalos, Margarita Maria Tryfou:
Using Greenfoot as a Tool for Serious Games Programming Education and Development. 67-86 - James Smith, Matthew D. Lee, Louise A. Ellis, Kiran Ijaz, Kathleen Yin:
Developing a novel psychographic-behavioral qualitative mapping method for exergames. 87-107 - Marikken Høiseth, Ole Andreas Alsos, Sindre Holme, Sondre Ek, Charlotte Tendenes Gabrielsen:
Serious Game Design to Support Children Struggling with School Refusal. 109-128 - Micael Sousa:
Serious board games: modding existing games for collaborative ideation processes. 129-146
Volume 8, Number 3, September 2021
- Alessandro De Gloria:
Editorial. Vol. 8 Issue 3. 1-2 - Menelaos Katsantonis, Ioannis Mavridis:
Evaluation of HackLearn COFELET Game User Experience for Cybersecurity Education. 3-24 - Mario A. Pulido, Chris W. Johnson, Ahmed Alzahrani:
Security Awareness Level Evaluation of Healthcare Participants Through Educational Games. 25-41 - Iza Marfisi-Schottman, Ludovic Hamon, Roland Klemke, Pierre Laforcade, Francesco Bellotti:
Introduction to the Special Issue on GaLA Conf 2020. 43-44 - Mariana Rocha, Pierpaolo Dondio:
Effects of a videogame in math performance and anxiety in primary school. 45-70 - Nadja Zaric, Rene Roepke, Vlatko Lukarov, Ulrik Schroeder:
Gamified Learning Theory: The Moderating role of learners' learning tendencies. 71-91 - Kristian Juha Mikael Kiili, Antero Lindstedt, Antti Koskinen, Hilma Halme, Manuel Ninaus, Jake McMullen:
Flow Experience and Situational Interest in Game-Based Learning: Cousins or Identical Twins. 93-114 - Bo Kampmann Walther, Lasse Juel Larsen:
Reflections on Ludification: Approaching a Conceptual Framework - And Discussing Inherent Challenges. 115-127
Volume 8, Number 4, December 2021
- Alessandro De Gloria:
Editorial Vol. 8, Issue 4. 1-2 - Francesca de Rosa, Alessandro De Gloria:
Design methodology of analytical games for knowledge acquisition. 3-23 - Tadeu Moreira de Classe, Fabrício Janssen, Renata Mendes de Araujo:
VAPBr: Values in Digital Games for Public Service in Brazil. 25-48 - Nazmi Dinçer, Rabia Dinçer:
effect of a serious game on aviation vocabulary acquisition. 49-63 - Paola Julie Aguilar Cruz, Henry Alberto Álvarez Guayara:
A Serious Game to learn English: The case of Bethe1Challenge. 65-80
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