Results 41 to 50 of about 219 (150)
Differences among Different DGBLs Learners
Digital Game-Based Learning (DGBL) not only offers ideal learning results but also encourages students to be proactive in their learning. In this research, DGBL and Means-end Chains have been chosen as the theoretical basis for the study. The study took a look at the discrepancies in value between students of different majors and competition ...
openaire +1 more source
Mundo da Metodologia: fundamentos da metodologia da pesquisa através da DGBL
O presente artigo analisa a validade e as contribuições do jogo Mundo da Metodologia como instrumento facilitador para a aprendizagem dos fundamentos que tangem a composição dos objetivos de uma pesquisa, principalmente o que envolve a compreensão e diferenciação entre os conceitos de objetivos geral e específicos dentro de uma pesquisa científica ...
Marins, Márcio da Cunha +1 more
openaire +3 more sources
Enhancing learning outcomes in Science, Technology, Engineering, and Mathematics (STEM) subjects for primary school students remains a challenge. This meta-analysis, guided by the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA)
Najmeh Behnamnia +2 more
doaj +1 more source
Can digital games ease cognitive load? A systematic review and meta-analysis in mathematics learning
Mathematics learning often burdens students' cognitive capacity, hindering their understanding of concepts and mastery of the material. Digital Game-Based Learning (DGBL) offers a promising approach to address this challenge, but its effectiveness ...
Seftia Kusumawardani +2 more
doaj +1 more source
The Influence of Digital Games Based Learning on Students’ Learning Outcomes and Motivation
There is no doubt that the emergence of today's digital age greatly affects the human life - including students in their educational life. In order to simplify the process of studying languages, especially English, many scientists and experts continue to
Rahmat Yusny
doaj +1 more source
Many studies have integrated concept mapping mechanisms into Digital Game-Based Learning (DGBL), showing the potential for helping students memorize knowledge and grasp complex concepts during gaming.
Kai-Yi Chin, Tzu-Chi Kuo and Kai-Hsiang Yang
doaj +1 more source
Fun to Enhance Learning, Motivation, Self-efficacy, and Intention to Play in DGBL
Digital Game-Based Learning (DGBL) has been attracting increasing attention from researchers and educators, especially as related studies suggest it can enhance learning and positively affect students’ motivation, attitude, self-efficacy, and intention to play similar games. However, research into DGBL is not explicit about the role of fun in DGBL.
Gabriella Tisza +2 more
openaire +2 more sources
Technology Acceptance Model and the Use of Digital Game-Based Learning (DGBL)
The globalization of information technology has been an agent of changes in almost every aspect of our life especially in the way we learn. The current generation as referred to by Prensky (2001), “digital native”, has been fully influenced by the technology.
Nazirah Binti Mat Sin +2 more
openaire +2 more sources
Abstract Minecraft is a popular digital game‐based learning (DGBL) tool used in learning environments around the world. With increasing emphasis on evidence‐informed practice and policymaking in educational systems, this paper systematically reviews the evidence base behind the use of Minecraft in improving academic, cognitive, motivational‐affective ...
Eadaoin J. Slattery +4 more
wiley +1 more source
Rough Set Theory Based Fuzzy TOPSIS on Serious Game Design Evaluation Framework
This study presents a hybrid methodology for solving the serious game design evaluation in which evaluation criteria are based on meaningful learning, ARCS motivation, cognitive load, and flow theory (MACF) by rough set theory (RST) and experts’ selection.
Chung-Ho Su +3 more
wiley +1 more source

