Does applying the principles of constructivism learning add to the popularity of serious games? A systematic mixed studies review

Author:

Seraji FarhadORCID,olsadat Musavi Hoda

Publisher

Elsevier BV

Subject

Human-Computer Interaction,Software

Reference55 articles.

1. A.J. Abdellatif, B. McCollum, P. McMullan, Serious games: quality characteristics evaluation framework and case study, in: 2018 IEEE Integrated STEM Education Conference (ISEC), 2018, March, pp. 112–119, IEEE, doi: 10.1109/ISECon.2018.8340460.

2. G.K. Akilli, Games and simulations: a new approach in education? in: Gamification for Human Factors Integration: Social, Education, and Psychological Issues, IGI Global, 2014, pp. 272–289, doi: 10.4018/978-1-4666-5071-8.ch017.

3. O.H. Alvarez, Constructivism and ICT: an experience in the area of language arts with elementary school students, in: 2012 International Symposium on Computers in Education (SIIE), 2012, October, IEEE, pp. 1–7. Available from: .

4. Affective patterns in serious games;Argasiński;Futur. Gener. Comput. Syst.,2018

5. F. Bellotti, M. Ott, S. Arnab, R. Berta, S. de Freitas, K. Kiili, A. De Gloria, Designing serious games for education: from pedagogical principles to game mechanisms, in: Proceedings of the 5th European Conference on Games Based Learning. University of Athens, Greece, 2011, pp. 26–34. Available from: .

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