Improving student wellbeing and learning through serious games and active breaks
299-309 p.
In a context where education requires innovative approaches to maintain students' attention and increase their engagement, active breaks and Serious Games emerge as effective tools to improve well-being and learning. Active breaks, short physical or cognitive intervals, reduce mental fatigue and increase concentration (Pastor-Vicedo et al., 2024; Masini et al., 2023). Serious Games, on the other hand, promote the acquisition of academic and socio-emotional skills through interactive and engaging learning (Papoutsi, Drigas Skianis, 2022; Mulcahy Zainuddin, 2021). Recent studies show that both tools improve motivation, reduce learning anxiety and enhance metacognitive skills (Papanastasiou Drigas, 2017; Flogie et al., 2020). The integration of these tools into teaching can transform the entire educational experience, making it more dynamic and effective. This study explores their impact on teaching, highlighting how to optimize the learning process and student well-being. [Publisher's text]
In a context where education requires innovative approaches to maintain students' attention and increase their engagement, active breaks and Serious Games emerge as effective tools to improve well-being and learning. Active breaks, short physical or cognitive intervals, reduce mental fatigue and increase concentration (Pastor-Vicedo et al., 2024; Masini et al., 2023). Serious Games, on the other hand, promote the acquisition of academic and socio-emotional skills through interactive and engaging learning (Papoutsi, Drigas & Skianis, 2022; Mulcahy & Zainuddin, 2021). Recent studies show that both tools improve motivation, reduce learning anxiety and enhance metacognitive skills (Papanastasiou & Drigas, 2017; Flogie et al., 2020). The integration of these tools into teaching can transform the entire educational experience, making it more dynamic and effective. This study explores their impact on teaching, highlighting how to optimize the learning process and student well-being
[Publisher's text]
Forma parte de
Education Sciences & Society : 1,2025-
Artículos del mismo número (disponibles individualmente)
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Información
Código DOI: 10.3280/ess1-2025oa19741
ISSN: 2038-9442
KEYWORDS
- Active breaks, Serious Games, Student Well-being, Cognitive engagement, Learning anxiety, Metacognitive skills