The effectiveness of games for educational purposes: a review of recent research
Simulation and Gaming
Simulation and Gaming - Special issue: military simulation/gaming, part 2
Flow experiences in information technology use
International Journal of Human-Computer Studies
Half-Real: Video Games between Real Rules and Fictional Worlds
Half-Real: Video Games between Real Rules and Fictional Worlds
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Effects of handheld games on students learning in mathematics
ICLS '06 Proceedings of the 7th international conference on Learning sciences
EGameFlow: A scale to measure learners' enjoyment of e-learning games
Computers & Education
Experimental evaluation of an educational game for improved learning in introductory computing
Proceedings of the 40th ACM technical symposium on Computer science education
A plug and play pathway approach for operations management games development
Computers & Education
Design guidelines for Classroom Multiplayer Presential Games (CMPG)
Computers & Education
The effect of simulation games on the learning of computational problem solving
Computers & Education
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Considering the role of games for educational purposes, there has an increase in interest among educators in applying strategies used in popular games to create more engaging learning environments. Learning is more fun and appealing in digital educational games and, as a result, it may become more effective. However, few research studies have been conducted to establish principles based on empirical research for designing engaging and entertaining games so as to improve learning. One of the essential characteristics of games that has been unexplored in the literature is the concept of uncertainty. This study examines the effect of uncertainty on learning outcomes. In order to better understand this effect on learning, a game-like learning tool was developed to teach a database concept in higher education programs of software engineering. The tool is designed in two versions: one including uncertainty and the other including no uncertainty. The experimental results of this study reveal that uncertainty enhances learning. Uncertainty is found to be positively associated with motivation. As motivation increases, participants tend to spend more time on answering the questions and to have higher accuracy in these questions.