Results 131 to 140 of about 219 (150)
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Journal of Advanced Research in Applied Sciences and Engineering Technology, 2023
Educational games are currently widely used as supporting media in the teaching and learning process. One of the elementary school subjects that require supporting media is mathematics. In the process of making interactive mathematics educational games for elementary school students, game developers must make a design first.
null Rani Puspita Dhaniawaty +2 more
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Educational games are currently widely used as supporting media in the teaching and learning process. One of the elementary school subjects that require supporting media is mathematics. In the process of making interactive mathematics educational games for elementary school students, game developers must make a design first.
null Rani Puspita Dhaniawaty +2 more
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International Journal of Science and Healthcare Research, 2022
Introduction: The teaching-learning activities in nursing have changed tremendously in the post-COVID-19 situation around the world. The learning style of Z generation students demands a technologically sound and sprightly chosen method of evaluation. Digital Game-based learning is one of the components of the Learning Management System which figures a
Mini Simon M +2 more
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Introduction: The teaching-learning activities in nursing have changed tremendously in the post-COVID-19 situation around the world. The learning style of Z generation students demands a technologically sound and sprightly chosen method of evaluation. Digital Game-based learning is one of the components of the Learning Management System which figures a
Mini Simon M +2 more
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European Conference on Games Based Learning, 2023
Game-based learning has been regarded as a increasing popular method in current teaching process, however, it really burdens teacher as it requires teachers to invest abundant energy and time to design. Aims at reducing teaching burden, this research has proposed a guidance system design based on large language model (LLM) and blockchain technology. In
Yue Lei, Liang Guo
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Game-based learning has been regarded as a increasing popular method in current teaching process, however, it really burdens teacher as it requires teachers to invest abundant energy and time to design. Aims at reducing teaching burden, this research has proposed a guidance system design based on large language model (LLM) and blockchain technology. In
Yue Lei, Liang Guo
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Kritische Perspektiven auf das DGBL
2018Theoriebasierte Publikationen zum Lernpotenzial digitaler Spiele erscheinen oftmals vielversprechend, mitunter nahezu euphorisch. Gee (2013, S. 147) warnt jedoch davor, Computerspiele als ein neues Allheilmittel der Padagogik zu betrachten. Zusammenfassend werden in diesem Kapitel zentrale Kritikpunkte am digitalen, spielbasierten Lernen dargestellt ...
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Das Lernpotenzial des DGBL aus theoretischer Sicht
2018Dieses Kapitel bildet den theoretischen Kern der vorliegenden Arbeit. Das Lernpotenzial digitaler Spiele soll aus der Sicht relevanter Theorien und Modelle der instruktionspsychologischen Forschung aufgezeigt werden. Zunachst werden dabei die Potenziale digitaler Lernspiele fur das situierte Lernen und eine fokussierte Informationsverarbeitung ...
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The Future of Digital Game-Based Learning (DGBL) in Shaping Intercultural Communication Competency
2019Although intercultural communication has long been a vital issue, accelerating globalization and immigration over the past century have increased its importance. Therefore, it is imperative that education and training in intercultural communication are created and continually evaluated for effectiveness. One operative new strategy is the use of digital
Ahmed Karam Yousof, Nahla Abousamra
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DGBL vs. traditioneller Unterricht: Empirische Befunde
2018In diesem Kapitel werden metaanalytische Befunde zu medienvergleichenden Untersuchungen (traditionelle Instruktion vs. digitales, spielbasiertes Lernen) zusammenfassend dargestellt. Die Darstellung wird im Anschluss durch kritische Anmerkungen zur gegenwartigen Befundlage erganzt.
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Creating DGBL Lesson Plans and Curricula
2016This chapter takes what we’ve learned up to this point and builds a template for lesson plans that make use of games. It starts with a fairly standard lesson plan template, adapts it for use with a game, and develops several lesson and unit plans using that template.
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Integrating the Principles of DGBL, CSCL, and Playability in the Design of Social Videogames
2013Research and experience have proved that videogames can be applied effectively in a wide variety of learning contexts. With the objective to extend the use of educational videogames with hospitalized children, the authors are working on the design of social educational videogames.
Carina Soledad González-González +2 more
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2015 7th International Conference on Information Technology in Medicine and Education (ITME), 2015
Digital Game-Based Learning (DGBL) is becoming increasingly prevalent. Its participant-players are in millions and its revenues are in billions of dollars. There is a gap in how effectiveness DGBL software is to encourage students in learning and increase their motivation in learning process. This paper aims to discuss children and teenagers' education
Wong Seng Yue, Mohd Ridhwan Abdullah
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Digital Game-Based Learning (DGBL) is becoming increasingly prevalent. Its participant-players are in millions and its revenues are in billions of dollars. There is a gap in how effectiveness DGBL software is to encourage students in learning and increase their motivation in learning process. This paper aims to discuss children and teenagers' education
Wong Seng Yue, Mohd Ridhwan Abdullah
openaire +1 more source

