Usability inspection methods
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Visual attention in 3D video games
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
How Computer Games Help Children Learn
How Computer Games Help Children Learn
Digital Game-Based Learning
Measuring and defining the experience of immersion in games
International Journal of Human-Computer Studies
EGameFlow: A scale to measure learners' enjoyment of e-learning games
Computers & Education
Challenges in the Development and Evaluation of Immersive Digital Educational Games
USAB '08 Proceedings of the 4th Symposium of the Workgroup Human-Computer Interaction and Usability Engineering of the Austrian Computer Society on HCI and Usability for Education and Work
Computers & Education - Virtual learning? Selected contributions from the CAL 05 symposium
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Computer games are undoubtedly an enormously successful genre. Over the past years, a continuously growing community of researchers and practitioners made the idea of using the potential of computer games for serious, primarily educational purposes equally popular. However, the present hype over serious games is not reflected in sound evidence for the effectiveness and efficiency of such games and also indicators for the quality of learner-game interaction is lacking. In this paper we look into those questions, investigating a geography learning game prototype. A strong focus of the investigation was on relating the assessed variables with gaze data, in particular gaze paths and interaction strategies in specific game situations. The results show that there a distinct gender differences in the interaction style with different game elements, depending on the demands on spatial abilities (navigating in the threedimensional spaces versus controlling rather two-dimensional features of the game) as well as distinct differences between high and low performers.