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Games and Simulation in Higher Education

The evolution of computer technologies, together with the increasing speed of Internet-based communications, has promoted the use of simulation software and serious games in higher education. These technological and methodological tools can significantly enrich the learning experience in almost any knowledge area. In particular, they will have a significant impact on how the learning process is performed in the so called STEM education. This thematic series brings together state-of-the-art articles related to the use of serious games and simulations in higher education. Technological and pedagogical characteristics of these innovative learning tools are explored through this series, alongside their cultural, technological, and/or social contexts.

Edited by: Angel A. Juan, Birgit Loch, Sebastian Ventura, Thanasis Daradoumis

  1. Research article

    Using a gamified mobile app to increase student engagement, retention and academic achievement

    This study investigated whether the use of a gamified mobile learning app influenced students’ academic performance and boosted their engagement in the subject. Created to better engage students in lecture con...

    Ekaterina Pechenkina, Daniel Laurence, Grainne Oates, Daniel Eldridge and Dan Hunter

    International Journal of Educational Technology in Higher Education 2017 14:31

    Published on: 4 August 2017

  2. Research article

    Situated learning through intergenerational play between older adults and undergraduates

    This study is grounded in a social-cultural framework that embeds learning in social activities, mediated by cultural tools and occurring through guided participation in the social practice of a particular com...

    Fan Zhang, David Kaufman, Robyn Schell, Glaucia Salgado, Erik Tiong Wee Seah and Julija Jeremic

    International Journal of Educational Technology in Higher Education 2017 14:16

    Published on: 3 July 2017

  3. Research Article

    Scenarios in virtual learning environments for one-to-one communication skills training

    A scenario is a description of a series of interactions between a player and a virtual character for one-to-one communication skills training, where at each step the player is faced with a choice between state...

    Raja Lala, Johan Jeuring, Jordy van Dortmont and Marcell van Geest

    International Journal of Educational Technology in Higher Education 2017 14:17

    Published on: 11 May 2017

  4. Research article

    Undergraduate students’ conceptual interpretation and perceptions of haptic-enabled learning experiences

    Although visualization remains a primary mode of interaction in simulations, touch is the most common way people use to interact with the physical objects. A greater sense of immersion in a learning environmen...

    Uzma A. S. Shaikh, Alejandra J. Magana, Luis Neri, David Escobar-Castillejos, Julieta Noguez and Bedrich Benes

    International Journal of Educational Technology in Higher Education 2017 14:15

    Published on: 8 May 2017

  5. Research article

    A quantitative approach to pre-service primary school teachers’ attitudes towards collaborative learning with video games: previous experience with video games can make the difference

    Increasing interest has been shown in using video games as an educational resource due to their pedagogical possibilities and their current expansion as an entertainment activity. However, their use in schools...

    Marta Martín del Pozo, Verónica Basilotta Gómez-Pablos and Ana García-Valcárcel Muñoz-Repiso

    International Journal of Educational Technology in Higher Education 2017 14:11

    Published on: 2 May 2017