3,493
Views
0
CrossRef citations to date
0
Altmetric
Original Articles

Evaluating the effectiveness of game-based learning for teaching refugee children Arabic using the integrated LEAGUÊ-GQM approach

&
Pages 110-138 | Received 12 Jan 2022, Accepted 04 Dec 2022, Published online: 19 Dec 2022

References

  • Abdul Jabbar, A. I., and P. Felicia. 2015. “Gameplay Engagement and Learning in Game-Based Learning: A Systematic Review.” Review of Educational Research 85 (4): 740–779.
  • Abou-Khalil, V., S. Helou, B. Flanagan, N. Pinkwart, and H. Ogata. 2019. “Language Learning Tool for Refugees: Identifying the Language Learning Needs of Syrian Refugees Through Participatory Design.” Languages 4 (3): 71.
  • Ak, O. 2012. “A Game Scale to Evaluate Educational Computer Games.” Procedia-Social and Behavioral Sciences 46: 2477–2481.
  • Akçelik, D., and B. Eyüp. 2021. “The Effect of Intelligence Games on the Vocabulary Knowledge of Refugee Students Learning Turkish as the Second Language.” Education Quarterly Reviews 4, Special Issue 1: Primary and Secondary Education: 527–541.
  • Ali Ramsi, F. M. 2015. "A Game-Based Learning Model." Master of Science (MS)Theses, United Arab Emirates University, UAEU.
  • Al Janaideh, R., A. Gottardo, S. Tibi, J. Paradis, and X. Chen. 2020. “The Role of Word Reading and Oral Language Skills in Reading Comprehension in Syrian Refugee Children.” Applied Psycholinguistics 41 (6): 1283–1304.
  • Alkhasawneh, I. M., M. T. Mrayyan, C. Docherty, S. Alashram, and H. Y. Yousef. 2008. “Problem-based Learning (PBL): Assessing Students’ Learning Preferences Using VARK.” Nurse Education Today 28 (5): 572–579.
  • All, A., E. N. P. Castellar, and J. Van Looy. 2021. “Digital Game-Based Learning Effectiveness Assessment: Reflections on Study Design.” Computers & Education 167: 104160.
  • Andersen, E. 2012. “Optimizing Adaptivity in Educational Games.” In Proceedings of the International Conference on the Foundations of Digital Games, FDG 2012, May 29-June 1, Raleigh, NC, USA, 279–281.
  • Andersen, E., E. O’Rourke, Y-E. Liu, R. Snider, J. Lowdermilk, D. Truong, S. Cooper, and Z. Popovic 2012. “The Impact of Tutorials on Games of Varying Complexity.” In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 59–68. Austin, Texas.
  • Ariffin, M. M. 2013. “Gad-em: An Adaptive Game Design Model for Malaysian Higher Education (HE).” International Journal of Scientific ve Engineering Research 4 (5): 100–103.
  • Ariffin, M. M., and S. Sulaiman. 2014. “Evaluating Game-Based Learning (GBL) Effectiveness in Higher Education (HE).” In International Conference on Advanced Computer Science Applications and Technologies, 485–489. Kuching, Malaysia. doi:10.1109/Acsat.2013.101.
  • Aslaksen, K., M. Haga, H. Sigmundsson, and H. Lorås. 2020. “Evidence for a Common Multi-Modal Learning Style in Young Adults? A Psychometric Investigation of Two Modality-Specific Learning Style Inventories.” Frontiers in Education 5: 40.
  • Aslan, S., and O. Balci. 2015. “GAMED: Digital Educational Game Development Methodology.” Simulation 91 (4): 307–319.
  • Azizt, A., and S. Subiyanto. 2018. “Digital Game-Based Learning in Arabic Language Learning and Its Effects on Students’ Academic Performance.” In International Conference on Indonesian Technical Vocational Education and Association (APTEKINDO 2018). Atlantis Press.
  • Bachen, C. M., P. Hernández-Ramos, C. Raphael, and A. Waldron. 2016. “How Do Presence, Flow, and Character Identification Affect Players’ Empathy and Interest in Learning from a Serious Computer Game?” Computers in Human Behavior 64: 77–87.
  • Backlund, P., and M. Hendrix. 2013. “Educational Games-are They Worth the Effort? A Literature Survey of the Effectiveness of Serious Games.” In 2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES),11-13 September 2013, 1–8. Poole, UK: IEEE.
  • Baddour, J. 2020. "The Development of English and Arabic Language and Literacy Skills of Syrian Refugee Children and Youth in Canada." PhD diss., University of Toronto, Canada.
  • Baig, M. Z., and M. Kavakli. 2018. “Analyzing Novice and Expert User’s Cognitive Load in Using a Multi-Modal Interface System.” In 2018 26th International Conference on Systems Engineering (ICSEng),18-20 December 2018, 1–7. Sydney, NSW: IEEE.
  • Bailey, R., K. Wise, and P. Bolls. 2009. “How Avatar Customizability Affects Children's Arousal and Subjective Presence During Junk Food–Sponsored Online Video Games.” CyberPsychology & Behavior 12 (3): 277–283.
  • Becker, K. 2011. “The Magic Bullet: A Tool for Assessing and Evaluating Learning Potential in Games.” International Journal of Game-Based Learning (IJGBL) 1 (1): 19–31.
  • Becker, K. 2013. “The Magic Bullet: A Tool for Assessing and Evaluating Learning Potential in Games.” In Developments in Current Game-Based Learning Design and Deployment, edited by Patrick Felicia, 273–284. Ireland: Waterford Institute of Technology.
  • Behnamnia, N., A. Kamsin, M. A. B. Ismail, and A. Hayati. 2020. “The Effective Components of Creativity in Digital Game-Based Learning among Young Children: A Case Study.” Children and Youth Services Review 116: 105227.
  • Belay, E. G., D. S. McCrickard, and S. A. Besufekad. 2016. “Mobile User Interaction Development for Low-Literacy Trends and Recurrent Design Problems: A Perspective from Designers in Developing Country.” In International Conference on Cross-Cultural Design 17-22 July, 409–417. Toronto, Canada : Springer.
  • Bellotti, F., B. Kapralos, K. Lee, P. Moreno-Ger, and R. Berta. 2013. “Assessment in and of Serious Games: An Overview.” Advances in Human-Computer Interaction 2013.
  • bin Zainuddin, G., S. R. bt Ramlan, N. A. bin Mohamed Masrop, M. S. bin Sahrir, and E. bin Abdullah. 2021. “Teachers’ Perspectives on Digital Game-Based Language Learning for Arabic Language in Malaysian Primary Schools.” In 4th International Conference on Sustainable Innovation 2020–Social, Humanity, and Education (ICoSIHESS 2020), October 13–14 2020, 436–441. Yogyakarta, Indonesia: Atlantis Press.
  • Birch, S. A., and P. Bloom. 2002. “Preschoolers are Sensitive to the Speaker’s Knowledge When Learning Proper Names.” Child Development 73 (2): 434–444.
  • Birk, M. V., C. Atkins, J. T. Bowey, and R. L. Mandryk. 2016. “Fostering Intrinsic Motivation Through Avatar Identification in Digital Games.” In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, May 07-12, 2016, 2982–2995. San Jose, CA, USA.
  • Bontchev, B. P., V. Terzieva, and E. Paunova-Hubenova. 2021. “Personalization of Serious Games for Learning.” Interactive Technology and Smart Education 18 (1): 50–68.
  • Boyle, E. A., T. Hainey, T. M. Connolly, G. Gray, J. Earp, M. Ott, T. Lim, et al. 2016. “An Update to the Systematic Literature Review of Empirical Evidence of the Impacts and Outcomes of Computer Games and Serious Games.” Computers & Education 94: 178–192.
  • Bradley, L., L. Bartram, K. W. Al-Sabbagh, and A. Algers. 2020. “Designing Mobile Language Learning with Arabic Speaking Migrants.” Interactive Learning Environments, 12(2): 1–13.
  • Bunt, A., C. Conati, and J. McGrenere. 2007. “Supporting Interface Customization Using a Mixed-Initiative Approach.” In Proceedings of the 12th International Conference on Intelligent User Interfaces, IUI '07, January 28–31, 2007, 92–101. Honolulu, Hawaii, USA.
  • Burkolter, D., B. Weyers, A. Kluge, and W. Luther. 2014. “Customization of User Interfaces to Reduce Errors and Enhance User Acceptance.” Applied Ergonomics 45 (2): 346–353.
  • Calderón, A., and M. Ruiz. 2015. “A Systematic Literature Review on Serious Games Evaluation: An Application to Software Project Management.” Computers & Education 87: 396–422.
  • Caldiera, V. R. B. G., and H. D. Rombach. 1994. “The Goal Question Metric Approach.” In Encyclopedia of Software Engineering, edited by John J. Marciniak, 528–532. New York, NY: Wiley.
  • Castaño-Muñoz, J., E. Colucci, and H. Smidt. 2018. “Free Digital Learning for Inclusion of Migrants and Refugees in Europe: A Qualitative Analysis of Three Types of Learning Purposes.” International Review of Research in Open and Distributed Learning 19 (2): 1–21.
  • Chen, S. Y., and P.-R. Huang. 2013. “The Comparisons of the Influences of Prior Knowledge on Two Game-Based Learning Systems.” Computers & Education 68: 177–186.
  • Chen, H.-J. H., and T.-Y. C. Yang. 2013. “The Impact of Adventure Video Games on Foreign Language Learning and the Perceptions of Learners.” Interactive Learning Environments 21 (2): 129–141.
  • Cohen, J. 1988. Statistical Power Analysis for the Behavioral Sciences. 2nd ed. Hillsdale, NJ: Erbaum Press.
  • Connolly, T., M. Stansfield, and T. Hainey. 2009. “Towards the Development of a Games-Based Learning Evaluation Framework.” In Games-based Learning Advancements for Multi-Sensory Human Computer Interfaces: Techniques and Effective Practices, edited by Thomas Connolly, Mark Stansfield, and Liz Boyle, 251–273. Paisley, Scotland: IGI Global.
  • Cornillie, F., G. Clarebout, and P. Desmet. 2012. “Between Learning and Playing? Exploring Learners’ Perceptions of Corrective Feedback in an Immersive Game for English Pragmatics.” ReCALL: Journal of Eurocall 24 (3): 257–278.
  • Creswell, J. W., and J. D. Creswell. 2017. Research Design: Qualitative, Quantitative, and Mixed Methods Approaches, 5th Edition. Los Angeles, CA: Sage.
  • Csikszentmihalyi, M. 2000. Beyond Boredom and Anxiety. San Francisco, USA: Jossey-Bass.
  • Czauderna, A., and E. Guardiola. 2019. “The Gameplay Loop Methodology as a Tool for Educational Game Design.” Electronic Journal of e-Learning 17 (3): 207–221.
  • Danielsson, K., and C. Wiberg. 2006. “Participatory Design of Learning Media: Designing Educational Computer Games with and for Teenagers.” Interactive Technology and Smart Education 3 (4): 275–291.
  • Davis, F. D., and V. Venkatesh. 2004. “Toward Preprototype User Acceptance Testing of New Information Systems: Implications for Software Project Management.” IEEE Transactions on Engineering Management 51 (1): 31–46.
  • De Freitas, S., and F. Liarokapis. 2011. “Serious Games: A New Paradigm for Education?” In Serious Games and Edutainment Applications, edited by Minhua Ma, Andreas Oikonomou, and Lakhmi C. Jain, 9–23. London: Springer.
  • De Freitas, S., and M. Oliver. 2006. “How Can Exploratory Learning with Games and Simulations Within the Curriculum be Most Effectively Evaluated?” Computers & Education 46 (3): 249–264.
  • Diah, N. M., M. Ismail, S. Ahmad, and M. K. M. Dahari. 2010. “Usability Testing for Educational Computer Game Using Observation Method.” In 2010 International Conference on Information Retrieval & Knowledge Management (CAMP), 16-18 March 2010, 157–161. Shah Alam, Selangor, Malaysia: IEEE.
  • Diamond, J., M. Horn, and D. H. Uttal. 2016. Practical Evaluation Guide: Tools for Museums and Other Informal Educational Settings. lanham, MD: Rowman & Littlefield.
  • Dickey, M. D. 2011. “Murder on Grimm Isle: The Impact of Game Narrative Design in an Educational Game-Based Learning Environment.” British Journal of Educational Technology 42 (3): 456–469.
  • Djelil, F., E. Sanchez, B. Albouy-Kissi, J.-M. Lavest, and A. Albouy-Kissi. 2014. “Towards a Learning Game Evaluation Methodology in a Training Context: A Literature Review.” In European Conference on Games-Based Learning, Oct 2014. Berlin, Germany.
  • Dondi, C., and M. Moretti. 2007. “A Methodological Proposal for Learning Games Selection and Quality Assessment.” British Journal of Educational Technology 38 (3): 502–512.
  • Drolia, M., S. Papadakis, E. Sifaki, and M. Kalogiannakis. 2022. “Mobile Learning Applications for Refugees: A Systematic Literature Review.” Education Sciences 12 (2): 96.
  • Drolia, M., E. Sifaki, S. Papadakis, and M. Kalogiannakis. 2020. “An Overview of Mobile Learning for Refugee Students: Juxtaposing Refugee Needs with Mobile Applications’ Characteristics.” Challenges 11 (2): 31.
  • Dubbelman, T. 2016. “Narrative Game Mechanics.” In proceedings of 9th International Conference on Interactive Digital Storytelling, ICIDS 2016, 15–18 November, 2016, edited by Frank Nack and Andrew S. Gordon, 39–50. Los Angeles, CA: Springer.
  • Eltahir, M., N. R. Alsalhi, S. Al-Qatawneh, H. A. AlQudah, and M. Jaradat. 2021. “The Impact of Game-Based Learning (GBL) on Students’ Motivation, Engagement and Academic Performance on an Arabic Language Grammar Course in Higher Education.” Education and Information Technologies 26 (3): 3251–3278.
  • Erfani, M., M. S. El-Nasr, D. Milam, B. Aghabeigi, B. A. Lameman, B. E. Riecke, H. Maygoli, and S. Mah. 2010. “The Effect of age, Gender, and Previous Gaming Experience on Game Play Performance.” In Human-Computer Interaction. HCIS 2010. IFIP Advances in Information and Communication Technology. Vol. 332, edited by P. Forbrig, F. Paternó and A. Mark Pejtersen, 293–296. Berlin, Heidelberg: Springer.
  • Ericsson, K. A.. 2002. “Attaining Excellence Through Deliberate Practice: Insights from the Study of Expert Performance.” In The Pursuit of Excellence Through Education, edited by M. Ferrari, 21–55. London: Lawrence Erlbaum Associates Publishers.
  • Faizan, N., A. Löffler, R. Heininger, M. Utesch, and H. Krcmar. 2019. “Classification of Evaluation Methods for the Effective Assessment of Simulation Games: Results from a Literature Review.” International Journal of Engineering Pedagogy 9 (1): 19–33.
  • Feng, Z., V. A. González, C. Mutch, R. Amor, A. Rahouti, A. Baghouz, N. Li, and G. Cabrera-Guerrero. 2020. “Towards a Customizable Immersive Virtual Reality Serious Game for Earthquake Emergency Training.” Advanced Engineering Informatics 46: 101134.
  • Gaved, M., and A. Peasgood. 2017. “Fitting in Versus Learning: A Challenge for Migrants Learning Languages Using Smartphones.” Journal of Interactive Media in Education 1 (1): 1–13. doi:10.5334/jime.436.
  • Gioia, D. A., K. G. Corley, and A. L. Hamilton. 2013. “Seeking Qualitative Rigor in Inductive Research: Notes on the Gioia Methodology.” Organizational Research Methods 16 (1): 15–31.
  • Godwin-Jones, R. 2014. “Games in Language Learning: Opportunities and Challenges.” Language Learning & Technology 18 (2): 9–19.
  • Gordano Peile, C., and A. Ros Hijar. 2016. “Immigrants and Mobile Phone Uses: Spanish-Speaking Young Adults Recently Arrived in London.” Mobile Media & Communication 4 (3): 405–423.
  • Greenberg, B. S., J. Sherry, K. Lachlan, K. Lucas, and A. Holmstrom. 2010. “Orientations to Video Games Among Gender and Age Groups.” Simulation & Gaming 41 (2): 238–259.
  • Harskamp, E. G., R. E. Mayer, and C. Suhre. 2007. “Does the Modality Principle for Multimedia Learning Apply to Science Classrooms?” Learning and Instruction 17 (5): 465–477.
  • Huitt, W., and J. Hummel. 2003. “Piaget's Theory of Cognitive Development.” Educational Psychology Interactive 3 (2): 1–5.
  • Hung, H.-T., J. C. Yang, G.-J. Hwang, H.-C. Chu, and C.-C. Wang. 2018. “A Scoping Review of Research on Digital Game-Based Language Learning.” Computers & Education 126: 89–104.
  • Ibrahim, R., and A. Jaafar. 2009. “Educational Games (EG) Design Framework: Combination of Game Design, Pedagogy and Content Modeling.” In 2009 International Conference on Electrical Engineering and Informatics, 5-7 Aug. 2009, vol. 1, 293–298. Bangi, Malaysia: IEEE.
  • Jalali, S., and M. Dousti. 2012. “Vocabulary and Grammar Gain Through Computer Educational Games.” GEMA Online® Journal of Language Studies 12 (4): 1077–1088.
  • Jorritsma, W., F. Cnossen, and P. M. van Ooijen. 2015. “Adaptive Support for User Interface Customization: A Study in Radiology.” International Journal of Human-Computer Studies 77: 1–9.
  • Jossan, K. S., A. Gauthier, and J. Jenkinson. 2021. “Cultural Implications in the Acceptability of Game-Based Learning.” Computers & Education 174: 104305.
  • Ju, S. Y., and Z. Adam. 2018. “Implementing Quizizz as Game Based Learning in the Arabic Classroom.” European Journal of Social Science Education and Research 5 (1): 194–198.
  • Kafai, Y. B., M. L. Franke, and D. S. Battey. 2002. “Educational Software Reviews Under Investigation.” Education, Communication & Information 2 (2-3): 163–180.
  • Kalogiannakis, M., S. Papadakis, and A.-I. Zourmpakis. 2021. “Gamification in Science Education. A Systematic Review of the Literature.” Education Sciences 11 (1): 22.
  • Kalyuga, S. 2009. “The Expertise Reversal Effect.” In Managing Cognitive Load in Adaptive Multimedia Learning, edited by S. Kalyuga, 58–80. Australia: University of New South Wales.
  • Kelley, C. R. 1969. “What is Adaptive Training?” Human Factors 11 (6): 547–556.
  • Kenali, H. M. S., N. M. R. N. Yusoff, H. Abdullah, and A. M. S. Kenali. 2019. “The Effects of Language Games on Smartphones in Developing Arabic Speaking Skills among Non-Native Speakers.” Creative Education 10 (5): 972.
  • Kickmeier-Rust, M. D. 2012. “An Alien’s Guide to Multi-Adaptive Educational Computer Games.” In Informing Science, edited by Michael D. Kickmeier-Rust and Dietrich Albert. Santa rosa, California, USA.
  • Kickmeier-Rust, M. D., and D. Albert. 2010. “Micro-Adaptivity: Protecting Immersion in Didactically Adaptive Digital Educational Games.” Journal of Computer Assisted Learning 26 (2): 95–105.
  • Kickmeier-Rust, M. D., B. Marte, S. Linek, T. Lalonde, and D. Albert. 2008. “The Effects of Individualized Feedback in Digital Educational Games.” In Proceedings of the 2nd European Conference on Games Based Learning (ECGBL 2008), 16-17 October 2008, 227–236. Barcelona, Spain: Academic Publishing Limited.
  • Kiili, K. 2005. "On Educational Game Design: Building Blocks of Flow Experience". PhD Thesis, Tampere University of Technology, Tampere, Finland.
  • Kiili, K., S. De Freitas, S. Arnab, and T. Lainema. 2012. “The Design Principles for Flow Experience in Educational Games.” Procedia Computer Science 15: 78–91.
  • Kim, S., and M. Chang. 2010. “Computer Games for the Math Achievement of Diverse Students.” Journal of Educational Technology & Society 13 (3): 224–232.
  • Kleinsmith, A., and M. Gillies. 2013. “Customizing by Doing for Responsive Video Game Characters.” International Journal of Human-Computer Studies 71 (7-8): 775–784.
  • Kocaman, O., and G. K. Cumaoglu. 2014. “The Effect of Educational Software (Denis) and Games on Vocabulary Learning Strategies and Achievement.” Egitim ve Bilim 39 (176): 305–316.
  • Ku, O., C.-C. Hou, and S. Y. Chen. 2016. “Incorporating Customization and Personalization into Game-Based Learning: A Cognitive Style Perspective.” Computers in Human Behavior 65: 359–368.
  • Lim, D. H., and H. Kim. 2003. “Motivation and Learner Characteristics Affecting Online Learning and Learning Application.” Journal of Educational Technology Systems 31 (4): 423–439.
  • Lodge, J. M., L. Hansen, and D. Cottrell. 2016. “Modality Preference and Learning Style Theories: Rethinking the Role of Sensory Modality in Learning.” Learning: Research and Practice 2 (1): 4–17.
  • Lopes, R., and R. Bidarra. 2011. “Adaptivity Challenges in Games and Simulations: A Survey.” IEEE Transactions on Computational Intelligence and AI in Games 3 (2): 85–99.
  • López-Fernández, D., A. Gordillo, P. P. Alarcón, and E. Tovar. 2021. “Comparing Traditional Teaching and Game-Based Learning Using Teacher-Authored Games on Computer Science Education.” IEEE Transactions on Education 64 (4): 367–373.
  • Lou, N. M., and K. A. Noels. 2020. “Mindsets About Language Learning and Support for Immigrants’ Integration.” International Journal of Intercultural Relations 79: 46–57.
  • MacDorman, K. F., T. J. Whalen, C.-C. Ho, and H. Patel. 2011. “An Improved Usability Measure Based on Novice and Expert Performance.” International Journal of Human–Computer Interaction 27 (3): 280–302.
  • MacFarland, T. W., and J. M. Yates. 2016. “Wilcoxon Matched-Pairs Signed-Ranks Test.” In Introduction to Nonparametric Statistics for the Biological Sciences Using R, edited by Thomas W. MacFarland, 133–175. Switzerland: Springer.
  • Malone, T. W. 1981. “Toward a Theory of Intrinsically Motivating Instruction.” Cognitive Science 5 (4): 333–369.
  • Marciano, J. N., L. C. de Miranda, and E. E. C. de Miranda. 2014. “Evaluating Multiple Aspects of Educational Computer Games: Literature Review and Case Study.” International Journal of Computer Games Technology 2014. Article ID 139205.
  • Masrop, N. A. M., H. Ishak, G. Zainuddin, S. R. Ramlan, M. S. Sahrir, and H. Hashim. 2019. “Digital Games Based Language Learning for Arabic Literacy Remedial.” Creative Education 10 (12): 3213.
  • McKiddy, J. R. 2020. “Efficiency in Game Based Language Learning: A Meta-Analysis of Social-Network Gaming.” In Program Booklet of the 3rd Pan-Pacific Technology-Enhanced Language Learning & Critical Thinking Meeting (PPTELL 2020), Jun 29–Jul 1, 2020, 82–84. Denton, Texas, USA.
  • Mohamed, H., and A. Jaafar. 2010. “Challenges in the Evaluation of Educational Computer Games.” In 2010 International Symposium on Information Technology, ITSim, 15-17 June 2010, vol. 1, 1–6. Kuala Lumpur, Malaysia: IEEE.
  • Moreno, R. 2006. “Does the Modality Principle Hold for Different Media? A Test of the Method-Affects-Learning Hypothesis.” Journal of Computer Assisted Learning 22 (3): 149–158.
  • Moreno, S., R. Low, and J. Sweller. 1995. “Cognitive Principles in Multimedia Learning: Applications to e-Learning.” Journal of Educational Psychology 91: 358–368.
  • Murtadho, N. 2021. “Digital Resources and Their Use in Arabic Language Classroom: A Mini-Narrative Review.” In Proceedings of the International Seminar on Language, Education, and Culture (ISoLEC 2021). Vol. 612, edited by Maria Hidayati, Yazid Basthomi Francisca, Maria Ivone, Nova Ariani, and Achmad Tohe, 242–248. Atlantis Press.
  • Nakayama, M., H. Yamamoto, and R. Santiago. 2007. “The Impact of Learner Characteristics on Learning Performance in Hybrid Courses among Japanese Students.” Electronic Journal of e-Learning 5 (3): 195–206.
  • Neuenhaus, M., and M. Aly. 2017. “Empathy up.” In Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems, CHI '17, 6 - 11 May 2017, 86–92. Denver Colorado, USA.
  • Neville, D. O., B. E. Shelton, and B. McInnis. 2009. “Cybertext Redux: Using Digital Game-Based Learning to Teach L2 Vocabulary, Reading, and Culture.” Computer Assisted Language Learning 22 (5): 409–424.
  • Nordhaug, L. M. K. 2019. “Eduapp4Syria [Online].” norad.no: Norwegian Agency for Development Cooperation (Norad). Accessed April 25, 2019. http://norad.no/eduapp4syria.
  • Oprins, E., G. Visschedijk, M. B. Roozeboom, M. Dankbaar, W. Trooster, and S. C. Schuit. 2015. “The Game-Based Learning Evaluation Model (GEM): Measuring the Effectiveness of Serious Games Using a Standardised Method.” International Journal of Technology Enhanced Learning 7 (4): 326–345.
  • Orji, R., K. Oyibo, and G. F. Tondello. 2017. “A Comparison of System-Controlled and User-Controlled Personalization Approaches.” In Adjunct Publication of the 25th Conference on User Modeling, Adaptation and Personalization, 9-12 July, 2017, 413–418. Bratislava, Slovakia.
  • Orvis, K. A., D. B. Horn, and J. Belanich. 2006. Videogame-based Training Success: The Impact of Trainee Characteristics-Year 2. Alexandria, VA: Army Research Institute for the Behavioral and Social Sciences.
  • Orvis, K. A., D. B. Horn, and J. Belanich. 2008. “The Roles of Task Difficulty and Prior Videogame Experience on Performance and Motivation in Instructional Videogames.” Computers in Human Behavior 24 (5): 2415–2433.
  • Orvis, K. A., D. B. Horn, and J. Belanich. 2009. “An Examination of the Role Individual Differences Play in Videogame–Based Training.” Military Psychology 21 (4): 461–481.
  • Osman, K., and N. A. Bakar. 2012. “Educational Computer Games for Malaysian Classrooms: Issues and Challenges.” Asian Social Science 8 (11): 75.
  • Park, N., K. M. Lee, S.-A. A. Jin, and S. Kang. 2010. “Effects of pre-Game Stories on Feelings of Presence and Evaluation of Computer Games.” International Journal of Human-Computer Studies 68 (11): 822–833.
  • Patton, M. Q. 2008. Utilization-focused Evaluation. Thousand Oaks, CA: Sage.
  • Peirce, N., O. Conlan, and V. Wade. 2008. “Adaptive Educational Games: Providing non-Invasive Personalised Learning Experiences.” In 2008 IEEE International Conference on Digital Game and Intelligent toy Enhanced Learning, DIGITEL '08, 17 - 19 November, 2008, 28–35. Banff, Canada: IEEE.
  • Petousi, V., and E. Sifaki. 2020. “Contextualising Harm in the Framework of Research Misconduct. Findings from Discourse Analysis of Scientific Publications.” International Journal of Sustainable Development 23 (3-4): 149–174.
  • Petri, G., and C. G. von Wangenheim. 2017. “How Games for Computing Education are Evaluated? A Systematic Literature Review.” Computers & Education 107: 68–90.
  • Piaget, J. 1952. Play, Dreams and Imitation in Childhood. London: Routledge.
  • Plass, J. L., and S. Pawar. 2020. “Toward a Taxonomy of Adaptivity for Learning.” Journal of Research on Technology in Education 52 (3): 275–300.
  • Poole, F. J., and J. Clarke-Midura. 2020. “A Systematic Review of Digital Games in Second Language Learning Studies.” International Journal of Game-Based Learning (IJGBL) 10 (3): 1–15.
  • Prensky, M. 2001. “Fun, Play and Games: What Makes Games Engaging.” Digital Game-Based Learning 5 (1): 5–31.
  • Prensky, M. 2003. “Digital Game-Based Learning.” Computers in Entertainment (CIE) 1 (1): 21.
  • Pursi, A., and L. Lipponen. 2018. “Constituting Play Connection with Very Young Children: Adults’ Active Participation in Play.” Learning, Culture and Social Interaction 17: 21–37.
  • Putri, A. H., F. E. Permatasari, A. L. Hijriyah, and L. Mauludiyah. 2021. “Arabic Quizzes Game to Improve Arabic Vocabulary.” Tanwir Arabiyyah: Arabic as Foreign Language Journal 1 (1): 45–54.
  • Ros, A. 2010. “Interconnected Immigrants in the Information Society.” In Diasporas in the New Media Age. Identity, Politics and Community, edited by A. P. Alonso and J. Oiarzabal, 19–39. Reno, Nevada: University of Nevada Press.
  • Rummer, R., J. Schweppe, A. Fürstenberg, K. Scheiter, and A. Zindler. 2011. “The Perceptual Basis of the Modality Effect in Multimedia Learning.” Journal of Experimental Psychology: Applied 17 (2): 159.
  • Sahrir, M. S., and N. A. Alias. 2012. “A Study on Malaysian Language Learners’ Perception Towards Learning Arabic via Online Games.” GEMA Online® Journal of Language Studies 11 (3): 129–145.
  • Sahrir, M. S., and G. Yusri. 2012. “Online Vocabulary Games for Teaching and Learning Arabic.” GEMA Online® Journal of Language Studies 12 (3): 961–977.
  • Salah, J., S. Abdennadher, C. Sabty, and Y. Abdelrahman. 2016. “Super Alpha: Arabic Alphabet Learning Serious Game for Children with Learning Disabilities.” Lecture Notes in Computer Science 9894: 104–115. doi:10.1007/978-3-319-45841-0_9.
  • Salanova, M., R. M. Grau, E. Cifre, and S. Llorens. 2000. “Computer Training, Frequency of Usage and Burnout: The Moderating Role of Computer Self-Efficacy.” Computers in Human Behavior 16 (6): 575–590.
  • Schleyer, T. K., and L. A. Johnson. 2003. “Evaluation of Educational Software.” Journal of Dental Education 67 (11): 1221–1228.
  • Schnotz, W., and T. Rasch. 2005. “Enabling, Facilitating, and Inhibiting Effects of Animations in Multimedia Learning: Why Reduction of Cognitive Load Can Have Negative Results on Learning.” Educational Technology Research and Development 53 (3): 47.
  • Sharma, G. 2017. “Pros and Cons of Different Sampling Techniques.” International Journal of Applied Research 3 (7): 749–752.
  • Sierra Rativa, A., M. Postma, and M. Van Zaanen. 2020. “The Influence of Game Character Appearance on Empathy and Immersion: Virtual Non-Robotic Versus Robotic Animals.” Simulation & Gaming 51 (5): 685–711.
  • Singer, E., M. Nederend, L. Penninx, M. Tajik, and J. Boom. 2014. “The Teacher's Role in Supporting Young Children's Level of Play Engagement.” Early Child Development and Care 184 (8): 1233–1249.
  • Siraj-Blatchford, I. 2009. “Conceptualising Progression in the Pedagogy of Play and Sustained Shared Thinking in Early Childhood Education: A Vygotskian Perspective.” Education and Child Psychology 26 (2): 77–89.
  • Steiner, C., Hollins, P., Kluijfhout, E., Dascalu, M., Albert, D., Westera, W., and Nussbaumer, A. 2015. “Evaluation of Serious Games: A Holistic Approach.” In ICERI 2015 Proceedings: 8th International Conference of Education, Research and Innovation 18-20 November, 2015, edited by L. Gómez Chova, A. López Martínez, and I. Candel Torres, 4334–4342. Seville, Spain: IATED Academy.
  • Steiner, C. M., M. D. Kickmeier-Rust, E. Mattheiss, S. Göbel, and D. Albert. 2012. “Balancing on a High Wire: Adaptivity Key Factor of Future Learning Games.” In An Alien’s Guide to Multi-Adaptive Educational Computer Games, edited by Michael D. Kickmeier-Rust and Dietrich Albert, 43–88. California, USA: Informing science press.
  • Streicher, A., and J. D. Smeddinck. 2016. “Personalized and Adaptive Serious Games.” In Entertainment Computing and Serious Games, Lecture Notes in Computer Science, Vol. 9970, edited by Dörner, R., S. Göbel, M. Kickmeier-Rust, M. Masuch, and K. Zweig, 332–377. Cham: Springer.
  • Sundqvist, P., and L. K. Sylvén. 2014. “Language-related Computer Use: Focus on Young L2 English Learners in Sweden.” ReCALL 26 (1): 3–20.
  • Sundqvist, P., and P. Wikström. 2015. “Out-of-School Digital Gameplay and In-School L2 English Vocabulary Outcomes.” System 51: 65–76.
  • Sweetser, P., and P. Wyeth. 2005. “GameFlow: A Model for Evaluating Player Enjoyment in Games.” Computers in Entertainment (CIE) 3 (3): 3.
  • Sylvén, L. K., and P. Sundqvist. 2012. “Gaming as Extramural English L2 Learning and L2 Proficiency among Young Learners.” ReCALL 24 (3): 302–321.
  • Tahir, R., and F. Arif. 2015. “A Measurement Model Based on Usability Metrics for Mobile Learning User Interface for Children.” The International Journal of E-Learning and Educational Technologies in the Digital Media 1 (1): 16–31.
  • Tahir, R., and A. I. Wang. 2017. “State of the Art in Game Based Learning: Dimensions for Evaluating Educational Games.” In Proceedings of European Conference on Games Based Learning, ECGBL 2017, 5-6 October 2017, Graz, Austria, edited by M. Pivec et al., 641–650. Reading, UK: Academic Conferences International Limited.
  • Tahir, R., and A. I. Wang. 2019. “How to Evaluate Educational Games With Refugee Children: Methodological Aspects and Lessons Learned From EduApp4syria.” In Proceedings of European Conference on Games Based Learning, ECGBL 2019, Academic Conferences International Limited, Reading, 722–730.
  • Tahir, R., and A. I. Wang. 2020. “Codifying Game-Based Learning: Development and Application of LEAGUÊ Framework for Learning Games.” Electronic Journal of e-Learning 18 (1): 69–87.
  • Tang, S., M. Hanneghan, and A. El Rhalibi. 2009. “Introduction to Games-Based Learning.” In Games-based Learning Advancements for Multi-Sensory Human Computer Interfaces: Techniques and Effective Practices, edited by T. Connolly, M. Stansfield, and L. Boyle, 1–17. Hershey, PA: IGI Global.
  • Terrell, S. R., and L. Dringus. 2000. “An Investigation of the Effect of Learning Style on Student Success in an Online Learning Environment.” Journal of Educational Technology Systems 28 (3): 231–238.
  • Tzetzis, G., E. Votsis, and T. Kourtessis. 2008. “The Effect of Different Corrective Feedback Methods on the Outcome and Self Confidence of Young Athletes.” Journal of Sports Science & Medicine 7 (3): 371.
  • Vandewaetere, M., F. Cornillie, G. Clarebout, and P. Desmet. 2013. “Adaptivity in Educational Games: Including Player and Gameplay Characteristics.” International Journal of Higher Education 2 (2): 106–114.
  • Van Merriënboer, J. J., and P. A. Kirschner. 2017. Ten Steps to Complex Learning: A Systematic Approach to Four-Component Instructional Design. New York: Routledge.
  • Van Staalduinen, J.-P., and S. De Freitas. 2011. “A Game-Based Learning Framework: Linking Game Design and Learning.” In Learning to Play: Exploring the Future of Education with Video Games, vol. 53, edited by MS Khine, 29–54. New York, USA: Peter Lang.
  • Wang, X., A. H. Butt, Q. Zhang, M. N. Shafique, H. Ahmad, and Z. Nawaz. 2020. “Gaming Avatar Can Influence Sustainable Healthy Lifestyle: Be Like an Avatar.” Sustainability 12 (5): 1998.
  • Ward, N., E. Paul, P. Watson, G. Cooke, C. Hillman, N. Cohen, A. Kramer, and A. Barbey. 2017. “Enhanced Learning Through Multimodal Training: Evidence from a Comprehensive Cognitive, Physical Fitness, and Neuroscience Intervention.” Scientific Reports 7 (1): 1–8.
  • Wofford, M. C., and S. Tibi. 2018. “A Human Right to Literacy Education: Implications for Serving Syrian Refugee Children.” International Journal of Speech-Language Pathology 20 (1): 182–190.
  • Wojciechowski, A., and L. B. Palmer. 2005. “Individual Student Characteristics: Can Any be Predictors of Success in Online Classes.” Online Journal of Distance Learning Administration 8 (2): 13.
  • Wouters, P., E. D. Van der Spek, and H. Van Oostendorp. 2009. “Current Practices in Serious Game Research: A Review from a Learning Outcomes Perspective.” In Games-based Learning Advancements for Multi-Sensory Human Computer Interfaces: Techniques and Effective Practices, Information Resources Management Association, edited by T. Connolly, M. Stansfield, and L. Boyle, 232–250. Hershey, PA, USA: IGI Global.
  • Yazgan, P., D. E. Utku, and I. Sirkeci. 2015. “Syrian Crisis and Migration.” Migration Letters, 12 (3): 181–192. doi:10.33182/ml.v12i3.273.
  • Zaibon, S. B., and N. Shiratuddin. 2010. “Mobile Game-Based Learning (mGBL) Engineering Model as a Systematic Development Approach.” In Proceedings of Global Learn Asia Pacific 2010--Global Conference on Learning and Technology, May 17, 2010, edited by Z. Abas, I. Jung and J. Luca, 1862–1871. Waynesville, USA: Association for the Advancement of Computing in Education (AACE).
  • Zourmpakis, A.-I., S. Papadakis, and M. Kalogiannakis. 2022. “Education of Preschool and Elementary Teachers on the Use of Adaptive Gamification in Science Education.” International Journal of Technology Enhanced Learning 14 (1): 1–16.