Results 61 to 70 of about 252 (156)
Digital Game-Based Learning’s (DGBL) Effect on Students’ Academic Performance
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
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
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
Faith in Frames: Constructing a Digital Game‐Based Learning Framework for Religious Education
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
Sixth-grade students’ experiences of a digital game-based learning environment: A didactic analysis
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
The increasing integration of digital technologies into education has encouraged the use of Digital Game-Based Learning (DGBL) to enhance students’ engagement and mathematical understanding; however, research on incorporating cultural contexts into DGBL ...
Zea Zisman Usman +3 more
doaj +1 more source
Mathematics learning at the Madrasah Ibtidaiyah level still faces various challenges, such as students' lack of understanding of basic mathematical concepts and their low motivation in following lessons.
Ahmad Syaripudin +2 more
doaj +1 more source
Recently, various approaches have been adopted to cultivate environmental literacy, and prior studies have confirmed the value of digital games in this domain.
Tsung-Yen Chuang +2 more
doaj +1 more source
Videogames and open feedback systems to enhance probabilistic reasoning and engagement
This study analyzed the relationship between probabilistic reasoning, feedback type, and engagement across four sessions of an DGBL educational practice with a feedback system.
Andres Felipe Velasco Hernández +2 more
doaj +1 more source
Domesticating Digital Game-based Learning [PDF]
This paper analyses the use of digital game-based learning (DGBL) in schools in Norway. It investigates the types of games used in Norwegian schools and how pupils experience that practice.
Helga Dís Sigurdardottir
doaj

