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However, findings diverge slightly in Young et al.'s survey (2012), who claim that there is limited or no evidence about the effective implementation of games in the lecture-based curriculum.
A variety of meta-analyses and systematic reviews have examined the implementation of games and simulations in the learning process, either as a main course element or as a supplement to conventional lectures, illustrating the ever increasing interest of researchers in this promising field.
However, despite the benefits reaped from the implementation of games and simulations concerning affective outcomes, some researchers underline that motivation is not always related to GBL, emphasizing cases where students who use games in solitary or collaborative environments experience no significant difference in terms of learning motivation (Chen et al., 2015).
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The main aim of gamification, i.e. the implementation of game design elements in real-world contexts for non-gaming purposes, is to foster human motivation and performance in regard to a given activity.
Larry Bird had employed a similar style, guiding the Indiana Pacers while handing much of the implementation of game plans to his assistants, Rick Carlisle and Dick Harter.
Gamification is widely intended as the mobilisation and implementation of game elements in extra-ludic situations, including the management of social problems and issues.
Blitz game studios (2014) proposed six phases for the GDSE process life cycle: Pitch (initial design and game concept), Pre-production (game design document), Main production (implementation of game concepts), Alpha (internal testers), Beta (third-party testers), and the Master phase (game launch).
The findings showed that pre-service teachers have experience playing video games and consider that video games enhance learning, but they foresee barriers and obstacles to the use and implementation of video games in their learning environment.
The motivational and immersive traits of game-based learning have been deeply studied in the literature, but the systematic design and implementation of educational games remain an elusive topic.
Understanding player behavior has an interest to computer games researchers and developers since it allows them to improve the design and implementation of computer games and also to ensure that players have the expected experiences.
"If I were an evil genius running a board games company," he wrote, "I might do this: Wait until someone comes up with an excellent implementation of my games and does the hard work of coding and debugging the thing and signing up the masses.
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