The effectiveness of games for educational purposes: a review of recent research
Simulation and Gaming
The Art of Computer Game Design
The Art of Computer Game Design
What makes things fun to learn? heuristics for designing instructional computer games
SIGSMALL '80 Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Digital Game-Based Learning
Estimating the difficulty level of the challenges proposed in a competitive e-learning environment
IEA/AIE'10 Proceedings of the 23rd international conference on Industrial engineering and other applications of applied intelligent systems - Volume Part I
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In conventional teaching there are three major goal structures: competitive learning, cooperative learning and individualistic learning. There has been much research into the effectiveness of these goal structures in conventional teaching. In regards to computer-aided learning, cooperative learning has been researched in game-based e-learning (GBEL), but competitive learning has mostly been overlooked. This research investigates the impact that competition has on the effectiveness of GBEL. The results of the experiment showed that when the e-learning game was played in a competitive context there was a lower learning improvement than if the game was played in a non-competitive, individualistic context.