1,950
Views
30
CrossRef citations to date
0
Altmetric
Articles

Digital games for learning energy conservation: A study of impacts on motivation, attention, and learning outcomes

, , &

References

  • Alessi, S. M., & Trollip, S. R. (2001). Multimedia for learning. Boston, MA: Allyn and Bacon.
  • Boeker, M., Andel, P., Vach, W., & Frankenschmidt, A. (2013). Game-based e-learning is more effective than a conventional instructional method: A randomized controlled trial with third-year medical students. PLoS One, 8, e82328.10.1371/journal.pone.0082328
  • Bos, N., & Shami, N. (2006). Adapting a face-to-face role-playing simulation for online play. Educational Technology Research and Development, 54, 493–521.10.1007/s11423-006-0130-z
  • Burguillo, J. C. (2010). Using game theory and Competition-based Learning to stimulate student motivation and performance. Computers & Education, 55, 566–575.10.1016/j.compedu.2010.02.018
  • Cagiltay, N. E. (2007). Teaching software engineering by means of computer-game development: Challenges and opportunities. British Journal of Educational Technology, 38, 405–415.10.1111/bjet.2007.38.issue-3
  • Chandler, P., & Sweller, J. (1991). Cognitive load theory and the format of instruction. Cognition and Instruction, 8, 293–332.10.1207/s1532690xci0804_2
  • Cheng, M. T., She, H. C., & Annetta, L. A. (2015). Game immersion experience: Its hierarchical structure and impact on science learning through serious educational game play. Journal of Computer Assisted Learning, 31, 232–253.10.1111/jcal.2015.31.issue-3
  • Chou, H. F. (2003). The effects of multimedia interface on elementary school students’ learning motivation, achievement, and retention. Pingtung: National Pingtung University of Education.
  • Deci, E. L., Koestner, R., & Ryan, R. M. (2001). Extrinsic rewards and intrinsic motivation in education: Reconsidered once again. Review of Educational Research, 71, 1–27.10.3102/00346543071001001
  • Dickey, M. D. (2010). Murder on Grimm Isle: The impact of game narrative design in an educational game-based learning environment. British Journal of Educational Technology, 42, 456–469.
  • Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fern_andez-Sanz, L., Pag_es, C., & Martínez-Herr_aiz, J. J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380–392.10.1016/j.compedu.2012.12.020
  • Ebner, M., & Holzinger, A. (2007). Successful implementation of user-centered game based learning in higher education: An example from civil engineering. Computers & Education, 49, 873–890.10.1016/j.compedu.2005.11.026
  • Facer, K. (2003). Screenplay: Children and computing in the home. London: Routledge Falmer.10.4324/9780203380772
  • de Freitas, S. I. (2006). Using games and simulations for supporting learning. Learning, Media and Technology, 31, 343–358.10.1080/17439880601021967
  • Glover, I. (2013). Play as you learn: Gamification as a technique for motivating learners. In J. Herrington, A. Couros, & V. Irvine (Eds.), Proceedings of world Conference on educational multimedia, hypermedia and telecommunications (pp. 1999–e2008). Chesapeake, VA: AACE.
  • Gros, B. (2007). Digital games in education: The design of games-based learning environments. Journal of Research on Technology in Education, 40, 23–38.10.1080/15391523.2007.10782494
  • Hanus, M., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study in intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152–161.10.1016/j.compedu.2014.08.019
  • Harris, K., & Reid, D. (2005). The Influence of virtual reality play on children’s motivation. Canadian Journal of Occupational Therapy, 72, 21–29.10.1177/000841740507200107
  • Hess, T., & Gunter, G. (2013). Serious game-based and nongame-based online courses: Learning experiences and outcomes. British Journal of Educational Technology, 44, 372–385.10.1111/bjet.2013.44.issue-3
  • Hsu, J. H. (2013). Gender differences in elementary school students? Game design preferences. International Journal of Information and Educational Technology, 3, 172–176.10.7763/IJIET.2013.V3.258
  • Huizenga, J., Admiraal, W., Akkerman, S., & ten Dam, G. (2009). Mobile game-based learning in secondary education: Engagement, motivation and learning in a mobile city game. Journal of Computer Assisted Learning, 25, 332–344.10.1111/j.1365-2729.2009.00316.x
  • Hwang, G. J., & Chang, H. F. (2011). A formative assessment-based mobile learning approach to improving the learning attitudes and achievements of students. Computers & Education, 56, 1023–1031.10.1016/j.compedu.2010.12.002
  • Karakus, T., Inal, Y., & Cagiltay, K. (2008). A descriptive study of Turkish high school students’ game-playing characteristics and their considerations concerning the effects of games. Computers in Human Behavior, 24, 2520–2529.10.1016/j.chb.2008.03.011
  • Kerawalla, L., & Crook, C. (2002). Children‟s computer use at home and at school: Context and continuity. British Educational Research Journal, 28, 751–771.10.1080/0141192022000019044
  • Kinzie, M. B., & Joseph, D. R. D. (2008). Gender differences in game activity preferences of middle school children: Implications for educational game design. Educational Technology Research & Development, 56, 643–663.10.1007/s11423-007-9076-z
  • Larose, S., Gagnon, S., Ferland, C., & Pepin, M. (1989). Psychology of computers: XIV. Cognitive rehabilitation through computer games. Perceptual and Motor Skills, 69, 851–858.10.2466/pms.1989.69.3.851
  • Liao, C. C. Y., Chen, Z. H., Cheng, H. N. H., Chen, F. C., & Chan, T. W. (2011). My-mini-pet: A handheld pet-nurturing game to engage students in arithmetic practices. Journal of Computer Assisted Learning, 27, 76–89.10.1111/jca.2011.27.issue-1
  • Mayer, R. E., & Moreno, R. (2003). Nine ways to reduce cognitive load in multimedia learning. Educational Psychologist, 38, 43–52.10.1207/S15326985EP3801_6
  • McFarlane, A., Sparrowhawk, A., & Heald, Y.(2002). Report on the educational use of games. TEEM. Retrieved from https://www.teem.org.uk/resources/teem_gamesined_full.pdf
  • Miller, L. M., Chang, C.-I., Wang, S., Beier, M. E., & Klisch, Y. (2011). Learning and motivational impacts of a multimedia science game. Computers & Education, 57, 1425–1433.10.1016/j.compedu.2011.01.016
  • Oksman, V. (2002). Virtual stables as girls own computer culture. In M. Consalvo & S. Paasonen (Eds.), Women and everyday uses of the internet (pp. 191–210). New York, NY: Peter Lang.
  • Papastergiou, M. (2009). Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation. Computers & Education, 52, 1–12.10.1016/j.compedu.2008.06.004
  • Parchman, S. W., Ellis, J. A., Christinaz, D., & Vogel, M. (2000). An evaluation of three computer-based instructional strategies in basic electricity and electronics training. Military Psychology, 12, 73–87.10.1207/S15327876MP1201_4
  • Pineteh, E. A. (2012). Using virtual interactions to enhance the teaching of communication skills to information technology students. British Journal of Educational Technology, 43, 85–96.10.1111/bjet.2012.43.issue-1
  • Prensky, M. (2001). Digital Natives, Digital Immigrants Part 1. On the Horizon, 9(5), 1–6.
  • Prensky, M. (2003). Digital Game-Based Learning, Games2train, New York. ACM Computers in Entertainment, 1, 1–4.
  • Robson, K., Plangger, K., Kietzmann, J., McCarthy, I., & Pitt, L. (2016). Game on: Engage customers and employees through gamification. Business Horizons, 59, 29–36.10.1016/j.bushor.2015.08.002
  • Rondon, S., Sassi, F. C., & de Andrade, C. R. F. (2013). Computer game-based and traditional learning method: A comparison regarding students’ knowledge retention. BMC Medical Education, 13, 373.10.1186/1472-6920-13-30
  • Schrader, C., & Bastiaens, T. J. (2012). The influence of virtual presence: Effects on experienced cognitive load and learning outcomes in educational computer games. Computers in Human Behavior, 28, 648–658.10.1016/j.chb.2011.11.011
  • Sung, H., Hwang, G., & Yen, Y. (2015). Development of a contextual decision-making game for improving students’ learning performance in a health education course. Computers & Education, 82, 179–190.10.1016/j.compedu.2014.11.012
  • Tapia, M., & Marsh, G. E. (2004). An Instrument to Measure Mathematics Attitudes. Academic Exchange Quarterly, 8, 16–21.
  • Tsai, F., Yu, K., & Hsiao, H. (2012). Exploring the Factors Influencing Learning Effectiveness in Digital Game-based Learning. Journal of Educational Technology & Society., 15, 240–250.
  • Van Eck, R., & Dempsey, J. (2002). The effect of competition and contextualized advisement on the transfer of mathematics skills in a computer-based instructional simulation game. Educational Technology Research and Development, 50, 23–41.10.1007/BF02505023
  • Whitton, N. (2007). Motivation and computer game based learning. In ICT: Providing choices for learners and learning. Proceedings ascilite Singapore, (pp. 1063–1067).

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.