The Students' Intrinsic and Extrinsic Motivations to Engage with Digital Learning Games

Author:

Camilleri Adriana Caterina1,Camilleri Mark Anthony2

Affiliation:

1. Malta College of Arts, Sciences and Technology, Institute of Community Services, Korradino Road, Paola, MALTA

2. University of Malta, Dept. of Corporate Communication, Msida, MALTA

Publisher

ACM Press

Reference28 articles.

1. Ge, X., and Ifenthaler, D. 2018. Designing engaging educational games and assessing engagement in game-based learning" In Gamification in Education: Breakthroughs in Research and Practice, IGI Global, Hershey, USA, 1--19,

2. Bourgonjon, J., Valcke, M., Soetaert, R., and Schellens, T. 2010, Students' perceptions about the use of educational games in the classroom. Comp. & Educ. 54, 4, 1145--1156.

3. Hwang, G.J., and Wu, P.H. 2012. Advancements and trends in digital game-based learning research: a review of publications in selected journals from 2001 to 2010. Brit. J. of Educ. Tech. 43, 1, E6-E10.

4. Carvalho, M.B., Bellotti, F., Berta, R., De Gloria, A., Sedano, C.I., Hauge, H.B., Hu, J., and Rauterberg, M. 2015. An activity theory-based model for serious games analysis and conceptual design. Comp. & Educ. 87, 166--181.

5. Connolly, T.M., Boyle, E.A., MacArthur, E. Hainey, T., and Boyle, J.M. 2012. A systematic literature review of empirical evidence on computer games and serious games. Comp. & Educ. 59, 2, 661--686.

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