• An Approach to Assessment of Video Game-based Learning using Structural Equation Model 

      Bolívar Barón, Holman; Castillo Salinas, Sandra; González-Crespo, Rubén (Proceedings of the 2014 9TH iberian conference on information systems and technologies (CISTI 2014), 2014)
      Instructional activities should allow applying the knowledge acquired in the day by day and in real situations. Different studies evidence the potential impact of video games on learning, however very few empirical studies ...
    • Applications of Gamification in the Context of Higher Education. A Theoretical Approach 

      Alonso García, Santiago; Rodríguez Jiménez, Carmen; de la Cruz Campos, Juan Carlos; Santos Villalba, María Jesús (2022)
      Gamification is a learning technique through which the mechanism of games is transferred to the educational environment. The ultimate aim of gamification is to improve students’ results. In recent years, the union between ...
    • Developing rural Chinese children’s computational thinking through ­game-based learning and parental involvement 

      Zhang, Xiangling; Tlili, Ahmed; Guo, Junhong; Griffiths, David; Huang, Ronghuai; Looi, Chee-Kit; Burgos, Daniel (Journal of Educational Research, 2023)
      The lack of teachers and equipment is a major obstacle to the implementation of Computational Thinking (CT) in education, particularly for rural schools. Although CT education has been investigated for many years, less ...
    • The Case for Serious Games Analytics 

      Moreno-Ger, Pablo ; Burgos, Daniel (Radical Solutions and Learning Analytics. Lecture Notes in Educational Technology, 2020)
      Learning analytics have become a solidly established line of research, leveraging the large amounts of data that students generate while interacting with online materials such as those stored in a learning management system ...