International Journal of Man-Machine Studies
International Journal of Human-Computer Studies - Special issue on HCI and MIS
Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
Using the fun toolkit and other survey methods to gather opinions in child computer interaction
Proceedings of the 2006 conference on Interaction design and children
Determinants of adoption of mobile games under mobile broadband wireless access environment
Information and Management
EduBingo: Design of Multi-level Challenges of a Digital Classroom Game
DIGITEL '07 Proceedings of the The First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning
Exploring the relationship between emotions and the acquisition of computer knowledge
Computers & Education
Toward an understanding of flow in video games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Multiplayer online games as educational tools: Facing new challenges in learning
Computers & Education
Students' perceptions about the use of video games in the classroom
Computers & Education
Validation of Serious Games Attributes Using the Technology Acceptance Model
VS-GAMES '10 Proceedings of the 2010 Second International Conference on Games and Virtual Worlds for Serious Applications
Playing with food: moving from interests and goals into scientifically meaningful experiences
ICLS '10 Proceedings of the 9th International Conference of the Learning Sciences - Volume 1
"This game is girly!" perceived enjoyment and student acceptance of edutainment
Edutainment'12/GameDays'12 Proceedings of the 7th international conference on Edutainment, and Proceedings of the 3rd international conference on E-Learning and Games for Training, Education, Health and Sports
"Do not touch the painting!" the benefits of interactivity on learning and future visits in a museum
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Tablet gestures as a motivating factor for learning
Proceedings of the 2013 Chilean Conference on Human - Computer Interaction
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Educational games have enhanced the value of instruction procedures in institutions and business organizations. Factors that increase students' adoption of learning games have been widely studied in past; however, the effect of these factors on learners' performance is yet to be explored. In this study, factors of Enjoyment, Happiness, and Intention to Use were chosen as important attitudes in learning educational games and increasing learning performance. A two-step between group experiment was conducted: the first study compared game-based learning and traditional instruction in order to verify the value of the game. 41 Gymnasium (middle school) students were involved, and the control and experimental groups were formed based on a pretest method. The second study, involving 46 Gymnasium students, empirically evaluates whether and how certain attitudinal factors affect learners' performance. The results of the two-part experiment showed that a) the game demonstrated good performance (as compared to traditional instruction) concerning the gain of knowledge, b) learners' enjoyment of the game has a significant relation with their performance, and c) learners' intention to use and happiness with the game do not have any relation with their performance. Our results suggest that there are attitudinal factors affecting knowledge acquisition gained by a game.