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Kristian Kiili

professori, (kasvatustiede, alana pelillinen oppiminen)
Tampereen yliopisto
Sähköpostiosoitekristian.kiili [at] tuni.fi

Merkittävimmät julkaisut

Greipl, S., Klein, E., Lindstedt, A., Kiili, K., Moeller, K., Karnath, H. O., ... & Ninaus, M. (2021). When the brain comes into play: Neurofunctional correlates of emotions and reward in game-based learning. Computers in Human Behavior, 125, 106946.

Kober, S. E., Wood, G., Kiili, K., Moeller, K., & Ninaus, M. (2020). Game-based learning environments affect frontal brain activity. Plos one, 15(11), e0242573.

Kiili, K. J. M., Lindstedt, A., Koskinen, A., Halme, H., Ninaus, M., & McMullen, J. (2021). Flow Experience and Situational Interest in Game-Based Learning: Cousins or Identical Twins. International Journal of Serious Games, 8(3), 93-114.

Ninaus, M., Kiili, K., Wood, G., Moeller, K., Kober, S. (2020, early access). To Add, or Not to Add Game Elements? - Exploring the Effects of Different Cognitive Task Designs Using Eye Tracking. IEEE Transactions on Learning Technologies, https://doi.org/10.1109/TLT.2020.3031644 

Wortha, S. M., Bloechle, J., Ninaus, M., Kiili, K., Lindstedt, A., Bahnmueller, J., Korbinian, M., & Klein, E. (December, 2020). Neurofunctional plasticity in fraction learning: an fMRI training study. Trends in Neuroscience and Education, 21, 100141.

Ninaus, M., Greipl, S., Kiili, K., Lindstedt, A. Huber, S. Klein, E. Karnath, H.-O., Moeller, K. (December, 2019). Increased emotional engagement in game-based learning – A machine learning approach on facial emotion detection data, Computers & Education, 142, 103641.

McMullen, J., Hannula‐Sormunen, M. M., Kainulainen, M., Kiili, K., & Lehtinen, E. (2019). Moving mathematics out of the classroom: Using mobile technology to enhance spontaneous focusing on quantitative relations. British Journal of Educational Technology, 50(2), 562-573. 

Kiili, K., Ninaus, M., & Moeller, K. (2018). Evaluating the effectiveness of a game-based rational number training - In-game metrics as learning indicators, Computers & Education, 120, 13-28.

Kiili, K., & Ketamo, H. (2018). Evaluating cognitive and affective outcomes of a digital game-based math test. IEEE Transactions on Learning Technologies, 11(2), 255-263.

Ninaus, M., Kiili, K., McMullen, J., & Moeller, K. (2017). Assessing fraction knowledge by a digital game. Computers in Human Behavior, 70, 197-206.

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.

Kiili, K., Lainema, T., Freitas, S. D., & Arnab, S. (2014). Flow framework for analyzing the quality of educational games. Entertainment Computing, 5(4), 367-377.

Kiili, K & Perttula, A. (2013). A design framework for educational exergames. In New Pedagogical Approaches in Game Enhanced Learning: Curriculum Integration (pp. 136-158) US: IGI Global.

Kiili, K. (2007). Foundation for Problem-Based Gaming. British Journal of Educational Technology – Special issue on Game-Based Learning, 38(3), 394-404.

Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. The Internet and Higher Education, 8(1), 13-24.