dc.contributor.author | Jost, Patrick | |
dc.date.accessioned | 2021-04-06T11:04:18Z | |
dc.date.available | 2021-04-06T11:04:18Z | |
dc.date.created | 2020-11-20T20:38:28Z | |
dc.date.issued | 2020 | |
dc.identifier.isbn | 978-989-8704-22-1 | |
dc.identifier.uri | https://hdl.handle.net/11250/2736364 | |
dc.description.abstract | Exploratory learning has become a widely applied, pedagogical concept. One approach to encourage exploratory knowledge creation are situated game experiences. Putting learners in quest-based environments can thereby support engagement through exploration and at the same time, allow for a variety of supportive learning strategies. However, examination of progress and investigation of success or motivational factors remain challenging in exploratory pedagogy. Evaluation in learning quests can interrupt the flow experience that supports engaging and successful learning in exploratory environments. | en_US |
dc.language.iso | eng | en_US |
dc.publisher | IADIS Press | en_US |
dc.relation.ispartof | Proceedings of the 17th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2020) | |
dc.subject | Kognitiv Ergonomi | en_US |
dc.subject | Cognitive Ergonomics | en_US |
dc.subject | Dataspill | en_US |
dc.subject | Computer games | en_US |
dc.subject | Digitale medier og læring | en_US |
dc.subject | Digital media and learning | en_US |
dc.subject | Spillbasert læring | en_US |
dc.subject | Game based learning | en_US |
dc.subject | Serious Games | en_US |
dc.subject | Serious Games | en_US |
dc.title | Because it is Fun: Investigating Motives of Fake News Sharing with Exploratory Game Quests | en_US |
dc.type | Chapter | en_US |
dc.description.version | publishedVersion | en_US |
dc.subject.nsi | VDP::Kognitiv psykologi: 267 | en_US |
dc.subject.nsi | VDP::Cognitive psychology: 267 | en_US |
dc.subject.nsi | VDP::Kognitiv psykologi: 267 | en_US |
dc.subject.nsi | VDP::Cognitive psychology: 267 | en_US |
dc.subject.nsi | VDP::Kognitiv psykologi: 267 | en_US |
dc.subject.nsi | VDP::Cognitive psychology: 267 | en_US |
dc.subject.nsi | VDP::Informasjons- og kommunikasjonsvitenskap: 420 | en_US |
dc.subject.nsi | VDP::Information and communication science: 420 | en_US |
dc.subject.nsi | VDP::Informasjons- og kommunikasjonsvitenskap: 420 | en_US |
dc.subject.nsi | VDP::Information and communication science: 420 | en_US |
dc.subject.nsi | VDP::Informasjons- og kommunikasjonsvitenskap: 420 | en_US |
dc.subject.nsi | VDP::Information and communication science: 420 | en_US |
dc.source.pagenumber | 35-42 | en_US |
dc.identifier.cristin | 1850585 | |
dc.relation.project | Norges forskningsråd: 270969 | en_US |
dc.description.localcode | This chapter will not be available due to copyright restrictions (c) 2020 by IADIS Press | en_US |
cristin.ispublished | true | |
cristin.fulltext | original | |
cristin.qualitycode | 1 | |