Recent publications

 

Kiili, K., & Ketamo, H. (2017). Evaluating Cognitive and Affective Outcomes of a Digital Game-Based Math Test, IEEE Transactions on Learning Technologies, http://doi.org/10.1109/TLT.2017.2687458

Ninaus, M., Kiili, K., McMullen, J. & Moeller, K. (2017). Assessing fraction knowledge by a digital game, Computers in Human Behaviour, 70, 197–206. http://dx.doi.org/10.1016/j.chb.2017.01.004

Perttula, A., Kiili, K., Lindstedt, A., & Tuomi, P. (2017). Flow experience in game based learning–a systematic literature review. International Journal of Serious Games, 4(1), 57-72.

Lindstedt, A., Kiili, K., Tuomi, P. & Perttula, A.  (2016). A user experience case study: two embodied cognition user interface solutions for a math learning game. Seminar.Net: Media, Technology & Life-Long Learning, 12(2).

Perttula, A., Tuomi, P., Kiili, K., & Lindstedt, A. (2016, October). Promoting students’ fractional thinking by challenging them to design game-based number line tasks for others. In Proceedings of the 20th International Academic Mindtrek Conference (pp. 426-432). ACM.

Ninaus, M., Kiili, K., McMullen, J., & Moeller, K. (2016). A Game-Based Approach to Examining Students’ Conceptual Knowledge of Fractions. In GALA 2016: LNCS 10056, 37–49. http://dx.doi.org/10.1007/978-3-319-50182-6_4

Kiili, K., Devlin, K., Perttula, T., Tuomi, P., & Lindstedt, A. (2015). Using video games to combine learning and assessment in mathematics education. International Journal of Serious Games, 2(4). http://journal.seriousgamessociety.org/index.php?journal=IJSG&page=article&op=view&path%5B%5D=98

Kiili, K., Devlin, K., & Multisilta, J. (2015). Editorial: Is game-based math learning finally coming of age?. International Journal of Serious Games, 2(4). http://journal.seriousgamessociety.org/index.php?journal=IJSG&page=article&op=view&path%5B%5D=109

Baalsrud Hauge, J., Stanescu, I., Arnab, S., Moreno-Ger, P., Lim, T., Serrano-Laguna, A., Lameras, P., Hendrix, M., Kiili, K., Ninaus, M., de Freitas, S., Mazzetti, A., Dahlbom, A. & Degano, C. (2015). Learning Analytics Architecture to Scaffold Learning Experience Through Technology-Based Methods. International Journal of Serious Games 2(1). http://journal.seriousgamessociety.org/index.php?journal=IJSG&page=article&op=view&path%5B%5D=38

Kiili, K., Lainema, T., Freitas, S. D., & Arnab, S. (2014). Flow framework for analyzing the quality of educational games. Entertainment Computinghttp://dx.doi.org/10.1016/j.entcom.2014.08.002

Kiili, K., Perttula, A., Lindstedt, A., Arnab, S. & Suominen, M. (2014). Flow Experience as a Quality Measure in Evaluating Physically Activating Collaborative Serious Games. International Journal of Serious Games1(3). http://journal.seriousgamessociety.org/index.php?journal=IJSG&page=article&op=view&path%5B%5D=23

Kiili, K., Ketamo, H., Koivisto, A., & Finn, E. (2014). Studying the User Experience of a Tablet Based Math Game. International Journal of Game-Based Learning (IJGBL)4(1), 60-77.  http://dx.doi.org/10.4018/IJGBL.2014010104

Kiili, K., Ketamo, H., & Kickmeier-Rust, M. D. (2014). Evaluating the usefulness of Eye Tracking in Game-based Learning. International Journal of Serious Games1(2). http://journal.seriousgamessociety.org/index.php?journal=IJSG&page=article&op=view&path%5B%5D=15

Kiili, K. Tuomi, P., Koskela, M. & Earp, J. (2014). Learning by Creating Educational Exergames: Creative Pedagogy That Gets Students Moving. In Niemi, H., Multisilta, J., Lipponen, L. & Vivitsou, M. (Eds.). Finnish Innovations and Technologies in Schools: A Guide Towards New Ecosystems of Learning. (pp. 87-96) Rotterdam: Sense Publishers. www.sensepublishers.com/catalogs/bookseries/other-books/finnish-innovations-and-technologies-in-schools/