Results 51 to 60 of about 219 (150)

Digital Game-Based Learning’s (DGBL) Effect on Students’ Academic Performance

open access: yesInternational Journal of Cognitive Research in Science, Engineering and Education (IJCRSEE)
Digital game-based learning (DGBL) has redefined education in recent years. Instead of replacing conventional methods of instruction, the aim is to make learning more complex and adapted to how students really engage with the modern world. This study aims to collect data that will assist educators, students, legislators, and creators of digital games ...
Radoslav Baltezarević   +1 more
openaire   +2 more sources

Good luck have fun: The need for video game pedagogy in teacher education

open access: yesFuture in Educational Research, Volume 3, Issue 1, Page 167-186, March 2025.
Abstract In education, the shift to emergency remote teaching found teachers working to increase student engagement in the online environment while still relying on face‐to‐face pedagogical approaches in the absence of sufficient Professional Development opportunities (DeCoito & Estaiteyeh, 2022).
Tasha Richardson
wiley   +1 more source

Sixth-grade students’ experiences of a digital game-based learning environment: A didactic analysis

open access: yesJournal of Research and Advances in Mathematics Education, 2021
Students' conceptual understanding and mathematical process skills can be improved through digital games in mathematics education. The starting point of this study is the idea of having students encounters this kind of environment. The study didactically
Mustafa Gök, Mevlüt İnan
doaj   +1 more source

Fostering Creativity Through Game‐Based Approaches: A Scoping Review

open access: yesThe Journal of Creative Behavior, Volume 59, Issue 1, March 2025.
ABSTRACT Given the increasing emphasis on game‐based approaches (GBAs) and the critical importance of cultivating creativity, there is an urgent need for a comprehensive examination of this emerging interdisciplinary field. The present study employs a scoping review methodology to provide an overview of the existing research that utilized GBAs as a ...
Zhitian Skylor Zhang   +5 more
wiley   +1 more source

Impact of Gamification on Student Engagement and Behavior Moderated by Public Policy in Higher Education Institutions

open access: yesHuman Behavior and Emerging Technologies, Volume 2025, Issue 1, 2025.
This study investigates the impact of gamification on student engagement moderated by public policy in higher education. The psychological perspective of student engagement refers to the deep involvement of students in learning and acquiring knowledge. There are three dimensions of student engagement: cognitive, emotional, and behavioral.
Tayyaba Zia   +3 more
wiley   +1 more source

Gamifying language education: the impact of digital game-based learning on Chinese EFL learners

open access: yesHumanities & Social Sciences Communications
This mixed-methods study investigates the impact of digital game-based learning (DGBL) on enjoyment, ideal L2 self, and intrinsic motivation among Chinese English as a Foreign Language (EFL) learners.
Shenghui Zhou
doaj   +1 more source

An Investigation into Undergraduate Students’ Perception of Kahoot Mediated E-Assessment

open access: yesJEELS (Journal of English Education and Linguistics Studies), 2022
This study is an endeavor to depict undergraduate students’ perception of a digital game-based learning (DGBL) platform called Kahoot! integrated into the undergraduate students’ learning.
Moh. Arif Mahbub
doaj   +1 more source

Faith in Frames: Constructing a Digital Game‐Based Learning Framework for Religious Education

open access: yesTeaching Theology &Religion, Volume 27, Issue 4, Page 137-154, December 2024.
ABSTRACT This paper discusses the potential of DGBL to facilitate transformation in the context of religious education, arguing for the fact that it is immersive, interactive, and experiential. The paper outlines how this could substantially provide a more engaging learning environment for students, develop critical thinking, and ensure effective ...
Christos Papakostas
wiley   +1 more source

Penerapan Media Pembelajaran Game Matematika Berbasis Hots dengan Metode Digital Game Based Learning (DGBL) di Sekolah Dasar

open access: yesJurnal Pendidikan Indonesia, 2021
Latar Belakang: Dampak kurangnya semangat belajar siswa dalam pelajaran Matematika mengakibatkan terhambatnya keterampilan berhitung dan bernalar. Hambatan tersebut tentunya mempengaruhi proses belajar siswa. Siswa yang tidak memiliki semangat belajar akan mengalami penurunan kemampuan hasil belajar.
Hayu Ika Anggraini   +2 more
openaire   +2 more sources

O game Slice Fractions como espaço para ensinar frações e a abertura à constituição de conhecimento matemático

open access: yesEducação Matemática Debate, 2023
Neste trabalho se pretende discutir o game Slice Fractions, identificando as potencialidades abertas para ensinar frações e as significações possibilitadas aos alunos que jogam.
Cristiano Natal Toneis   +1 more
doaj   +1 more source

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