Redesigning Education Using Serious Games

Author:

Pange JennyORCID,Rupsiene Liudmila,Marengo Agostino

Publisher

Springer Nature Switzerland

Reference39 articles.

1. Buckley, J., Colosimo, L., Kantar, R., McCall, M., Snow, E.: Game-based assessment for education. In: OECD Digital Education Outlook 2021: Pushing the Frontiers with Artificial Intelligence, Blockchain and Robots (2021). https://www.oecd-ilibrary.org/sites/9289cbfd-en/index.html?itemId=/content/component/9289cbfd-en. Accessed 28 Feb 2023

2. Gerencer, T.: 5 Best Online Assessment Tools for Teachers. HP (2020). https://www.hp.com/us-en/shop/tech-takes/best-online-assessment-tools-for-teachers. Accessed 28 Feb 2023

3. Khampirat, B.: Relationships between ICT competencies related to work, self-esteem, and self-regulated learning with engineering competencies. PLoS ONE 16(12), 1e0260659 (2021)

4. Girdzijauskienė, R., Norvilienė, A., Šmitienė, G., Rupšienė, L.: Strengthening student engagement in learning through use of digital tools. Acta Paedagog. Vilnensia 49, 115–130 (2022). https://doi.org/10.15388/ActPaed.2022.49.8

5. Chu, S.-T., Hwang, G.-J., Chien, S.-Y., Chang, S.-C.: Incorporating teacher intelligence into digital games: An expert system-guided self-regulated learning approach to promoting EFL students’ performance in digital gaming contexts. Br. J. Educ. Technol. 54(2), 534–553 (2022)

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