Lukáš Kolek

ORCID: 0000-0002-2269-992X
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About
Contact & Profiles
Research Areas
  • Educational Games and Gamification
  • Digital Games and Media
  • Impact of Technology on Adolescents
  • Media Influence and Health
  • Innovative Teaching Methodologies in Social Sciences
  • Social and Intergroup Psychology
  • Biomedical and Engineering Education
  • Motivation and Self-Concept in Sports
  • Mobile Learning in Education
  • Educational Leadership and Innovation
  • Digital literacy in education
  • Anomaly Detection Techniques and Applications
  • Bullying, Victimization, and Aggression
  • Education and Technology Integration
  • Education, Psychology, and Social Research
  • Visual and Cognitive Learning Processes
  • COVID-19 epidemiological studies
  • Educator Training and Historical Pedagogy
  • Data-Driven Disease Surveillance
  • Artificial Intelligence in Games

Charles University
2019-2024

Abstract This study investigates a video game's effects on implicit and explicit attitudes towards depicted historical events in the short‐ long‐term sample of 148 young adults. We used, as an intervention tool, serious game Czechoslovakia 38–89: Borderlands that deals with expulsion Sudeten Germans from former after WWII. Results showed more negative pretest‐posttest attitude changes general level ( d = −0.34) specific −0.53) compared to control group. Over long‐term, group differences...

10.1111/jcal.12575 article EN Journal of Computer Assisted Learning 2021-08-04

Video games are increasingly portraying many topics that we face in our everyday lives. Yet have only limited evidence about the way narrative affect how think they depict; other words, link between these and attitude change. Therefore, conducted a meta-analysis of video games' effect on attitudinal The findings suggest players' attitudes towards depicted games. This was present studies focused changes both implicit (g = 0.36, k 18) explicit 0.24, 101). Longer intervention duration game...

10.1016/j.cedpsych.2023.102225 article EN cc-by Contemporary Educational Psychology 2023-09-21

Abstract Background Existing studies confirm that some video games can change players' attitudes. However, since we do not know the specific elements responsible for attitude change, potential of to achieve desired educational or behavioural outcomes often remains unfulfilled. Objectives To fill research gap, our study examined whether perspective‐taking game mechanic in serious Czechoslovakia 38–89 : Borderlands , which had previously been shown affect attitudes, would have same effect on...

10.1111/jcal.12911 article EN cc-by Journal of Computer Assisted Learning 2023-11-22

Despite extensive research on attitudes and a rapid growth of the video game market, there is currently no meta-analysis mapping link between narrative games attitude change. Here, we present such meta-analysis. The findings suggest that affect players’ towards topics depicted in games. This effect was studies focused changes both implicit (g = 0.36, k 18) explicit 0.24, 101), with longer intervention duration mechanics as stereotyping meaningful feedback resulting larger Regarding...

10.31234/osf.io/8y7jn preprint EN 2022-01-10

Video games have become one of the most widespread forms media in 21st century, bringing interactive digital narratives to over 3 billion people globally. Like other media, video feature topics from our society, culture, and history. Research has shown that narrative-driven a unique potential influence explicit implicit attitudes toward they depict. However, concrete mechanisms through which shape remain unclear. Identifying behind attitude-shaping effect would help design more effective...

10.34190/ecgbl.18.1.2636 article EN European Conference on Games Based Learning 2024-10-07

There are some studies on the educational potential of game jams, but their number seems insufficient given hundreds thousands jam participants every year. What emerges as largest research gap is industry perspective: its involvement in jamming and motivations for doing so. This study a reaction to this gap. Current defined benefits how these relevant radically underresearched. Clarifying missing link might be essential widespread use jams platforms collaboration between academia industry....

10.14746/hl.2022.15.7 article EN Homo Ludens 2023-05-29

Instructional quizzes are frequently used in educational games. When they present correct answers after learners have responded, these can be on their own for teaching new factual and conceptual knowledge (no additional learning materials needed). In games, often unrelated to gameplay: gameplay viewed as a reward answering quiz questions. This has been criticized game-based literature “chocolate-covered-broccoli” approach. However, is it really bad approach? Theories offer conflicting...

10.3389/fpsyg.2021.678380 article EN cc-by Frontiers in Psychology 2021-08-19

Learning grammar requires practice and practicing can be boring. We examined whether an instructional game with intrinsically integrated mechanics promotes this practice: compared to rote learning through a quiz. did so “in the field.” Tens of thousands children visited, in their leisure time, public website tens attractive online games for during 6-week-long period. Of these children, 11,949 picked voluntarily our training intervention. Thereafter, unbeknown them, they were assigned either...

10.3389/fpsyg.2022.856623 article EN cc-by Frontiers in Psychology 2022-04-14
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