Results 21 to 30 of about 219 (150)
Serious Games Accessibility Design Model for Low‐Vision Children
The evolution in information technology has brought worldwide access to information. Information technology has become an approach for effective learning in the education sector. This development provides an opportunity for people with disabilities.
Nurul Izzah Othman +3 more
wiley +1 more source
State of the art and practice in AI in education
Abstract Recent developments in Artificial Intelligence (AI) have generated great expectations for the future impact of AI in education and learning (AIED). Often these expectations have been based on misunderstanding current technical possibilities, lack of knowledge about state‐of‐the‐art AI in education, and exceedingly narrow views on the functions
Wayne Holmes, Ilkka Tuomi
wiley +1 more source
Practice-based training in education is important, expensive, and resource-demanding. Digital games can provide complementary training opportunities for practicing procedural skills and increase the value of the limited laboratory training time in ...
Tord Hettervik Frøland +5 more
doaj +1 more source
Children building and having fun while they learn geometry
Abstract Geometry is a basic discipline in STEM education. Recent educational reports, however, suggest that geometry is one of the subjects that sees the lowest levels of performance in the math curriculum. This paper presents a gamified itinerary through digital activities designed to teach geometry. Our aim is to attract Primary School children into
Anna Puig +3 more
wiley +1 more source
I DiG STEM: A Teacher Professional Development on Equitable Digital Game-Based Learning
Digital game-based learning (DGBL) has the potential to promote equity in K–12 STEM education. However, few teachers have expertise in DBGL, and few professional development models exist to support teachers in both acquiring this expertise and advancing ...
Anthony Muro Villa +2 more
doaj +1 more source
This meta‐analysis aimed to investigate and compare the efficiencies of gamification and game‐based learning in terms of learning achievement and motivation. With distinctive features, gamification and game‐based learning were hypothesized to exert different effects on learning achievement and motivation.
Qi Zhang, Zhonggen Yu, Gwo-Jen Hwang
wiley +1 more source
This study is aimed at investigating and comparing the effects on learning achievement and motivation for two game‐related pedagogies: gamification and game‐based learning. Gamification was the process involving separable and flexible game elements, while game‐based learning was the pedagogical procedure based on the inseparable serious games.
Qi Zhang, Zhonggen Yu, Ayoub Bahnasse
wiley +1 more source
Antidiabetic Activity, Phytochemical Analysis, and Acute Oral Toxicity Test of Combined Ethanolic Extract of Syzygium polyanthum and Muntingia calabura Leaves. [PDF]
Syzygium polyanthum is known for its capacity to regulate blood glucose levels in individuals with diabetes, while Muntingia calabura leaves have a traditional history as an alternative therapy due to their antidiabetic compounds. The combination of these two plants is expected to yield more optimized antidiabetic agents.
Widodo A +5 more
europepmc +2 more sources
Narrative categorization in digital game‐based learning: Engagement, motivation & learning
Abstract Previous research shows that digital game‐based learning (DGBL) can have positive effects on engagement, motivation and learning, and that using narratives may reinforce these effects. A systematic review identified 15 DGBL systems that report effects from their use of narratives.
Fredrik S. Breien, Barbara Wasson
wiley +1 more source
Digital game-based learning (DGBL) and Gamification are emerging methodological strategies in education. This research aims to analyze the effects on academic performance and motivation after an experience combining DGBL and Gamification in university ...
Rubén Camacho-Sánchez +2 more
doaj +1 more source

