Results 41 to 50 of about 219 (150)

Differences among Different DGBLs Learners

open access: yesInternational Journal of Business and Management, 2015
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

open access: yesInformática na educação: teoria & prática, 2019
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

Impact of Digital Game-Based Learning on STEM education in primary schools: a meta-analysis of learning approaches

open access: yesInnoeduca
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

open access: yesJurnal Math Educator Nusantara: Wahana Publikasi Karya Tulis Ilmiah di Bidang Pendidikan Matematika
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

open access: yesRegister Journal, 2013
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

Enhancing financial literacy education through game-based learning: The impact of integrating handwritten concept mapping

open access: yesEducational Technology & Society
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

open access: yes, 2021
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)

open access: yesInternational Research Journal of Electronics and Computer Engineering, 2015
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

Assessing the benefits of digital game‐based learning with Minecraft in children, adolescents and young adults: A broad systematic review

open access: yesReview of Education, Volume 13, Issue 1, April 2025.
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

open access: yesMathematical Problems in Engineering, Volume 2013, Issue 1, 2013., 2013
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

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