Results 131 to 140 of about 252 (156)
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Integrating the Principles of DGBL, CSCL, and Playability in the Design of Social Videogames
Advances in Game-based Learning Book Series, 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
exaly +2 more sources
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 ...
Marc Motyka, Motyka Marc
exaly +2 more sources
Computers and Education, 2010
Digital game-based learning (DGBL) has become a viable instructional option in recent years due to its support of learning motivation. Recent studies have mostly focused on identifying motivational factors in digital games (e.g., curiosity, rules, control) that support intrinsic motivation. These findings, however, are limited in two fronts.
Wen-Hao Huang 0002 +2 more
exaly +2 more sources
Digital game-based learning (DGBL) has become a viable instructional option in recent years due to its support of learning motivation. Recent studies have mostly focused on identifying motivational factors in digital games (e.g., curiosity, rules, control) that support intrinsic motivation. These findings, however, are limited in two fronts.
Wen-Hao Huang 0002 +2 more
exaly +2 more sources
The Future of Digital Game-Based Learning (DGBL) in Shaping Intercultural Communication Competency
Advances in Human and Social Aspects of Technology Book Series, 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
exaly +2 more sources
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
exaly +2 more sources
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
exaly +2 more sources
Computers in Industry, 2018
Abstract Despite its potential, empirical evidence of the educational effectiveness of Digital Game-based Learning (DGBL) for manufacturing education is still limited. To this respect, the Life Cycle Assessment (LCA) Game was developed in order to explain in an interactive way to university students life cycle assessment, a tool which is becoming ...
Marco Taisch +2 more
exaly +2 more sources
Abstract Despite its potential, empirical evidence of the educational effectiveness of Digital Game-based Learning (DGBL) for manufacturing education is still limited. To this respect, the Life Cycle Assessment (LCA) Game was developed in order to explain in an interactive way to university students life cycle assessment, a tool which is becoming ...
Marco Taisch +2 more
exaly +2 more sources
SQL Scrolls - A Reusable and Extensible DGBL Experiment
The 10th Computer Science Education Research Conference, 2021Ela Pustulka +3 more
exaly +2 more sources
2015
With the popularity of the video game media amongst the young adults, providing a digital game-based learning of the English language could increase the level of knowledge of the English language amongst young adults and university students. Perception of English as a difficult subject to learn, lack of motivation amongst students and inadequate or ...
Tee Wee Jing, Wong Seng Yue
exaly +2 more sources
With the popularity of the video game media amongst the young adults, providing a digital game-based learning of the English language could increase the level of knowledge of the English language amongst young adults and university students. Perception of English as a difficult subject to learn, lack of motivation amongst students and inadequate or ...
Tee Wee Jing, Wong Seng Yue
exaly +2 more sources
Digital Game-Based Learning (DGBL): The Voice of EFL University Students and Teachers
PASAA, 2022exaly +2 more sources

