Emotional Foundations of Game-Based Learning
Book chapter
Loderer, Kristina, Pekrun, Reinhard Herrmann and Plass, Jan. (2019). Emotional Foundations of Game-Based Learning. In In Plass, Jan L., Mayer, Richard E. and Homer, Bruce D. (Ed.). Handbook of Game-Based Learning pp. 111 MIT Press.
Authors | Loderer, Kristina, Pekrun, Reinhard Herrmann and Plass, Jan |
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Editors | Plass, Jan L., Mayer, Richard E. and Homer, Bruce D. |
Abstract | By some estimates, the average student will have spent 10,000 hours playing computer-based games by age 21—as much time as they will have spent at school (McGonigal, 2010). Therefore, taking advantage of students’ motivation to engage in gaming to This chapter provides a review of these emotional foundations of digital GBL. We first provide examples of emotion-relevant |
Keywords | game-based learning; emotions; game design; boredom; learning outcomes ; play; educational games; technology |
Page range | 111 |
151 | |
Year | 01 Jan 2019 |
Book title | Handbook of Game-Based Learning |
Publisher | MIT Press |
Place of publication | United Kingdom |
Edition | 1 |
ISBN | 9780262043380 |
Web address (URL) | https://mitpress.mit.edu/9780262043380/handbook-of-game-based-learning/ |
Open access | Published as non-open access |
Research or scholarly | Research |
Publisher's version | License All rights reserved File Access Level Controlled |
Output status | Published |
Publication dates | |
04 Feb 2020 | |
Publication process dates | |
Deposited | 30 Jul 2024 |
Additional information | © 2019 The Massachusetts Institute of Technology |
All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher |
https://acuresearchbank.acu.edu.au/item/90vx7/emotional-foundations-of-game-based-learning
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