Results 11 to 20 of about 281,783 (261)

Assessing the Efficacy of Reflective Game Design: A Design-Based Study in Digital Game-Based Learning [PDF]

open access: yesEducation Sciences, 2023
Reflective learning is widely recognised as a highly effective approach to learning. It involves learners in a process wherein they reflect on their past experiences to improve their skills and knowledge.
Anjuman Shaheen   +2 more
doaj   +2 more sources

Digital literacy for adult education beyond borders: developing learners\u27 intercultural sensitivity using game-based learning [PDF]

open access: yes, 2022
Game-based learning is a powerful instructional method to build students\u27 sense of community and cultural awareness. Educators view game-based learning as one of effective pedagogy and learning principles.
Zaky, Hany
core   +1 more source

Game-Based Learning in Economics Education at Upper Secondary Level: The Impact of Game Mechanics and Reflection on Students’ Financial Literacy [PDF]

open access: yes, 2021
Driven by the growing popularity of serious games and their great potential for teaching and learning, the use of game-based learning (GBL) is gaining importance in and out of schools and is linked to high expectations in terms of motivation and learning
Michael Jüttler   +5 more
core   +1 more source

Digital Game Making and Game Templates Promotes Learner Engagement in Non-computing Based Classroom Teaching [PDF]

open access: yes, 2023
This paper outlines an intervention utilising digital game making as a teaching delivery method for curriculum-based learning. Research has demonstrated that digital game making can provide a powerful means of engaging learners by leveraging the ...
Boulton, H   +12 more
core   +1 more source

Subjective experiences and perceptions of learning a second language through digital games: A case study of Chinese college students

open access: yesFrontiers in Psychology, 2023
Recent years have seen a rapid proliferation of game-based learning applied in language classes. Second language teaching and learning are being inspired by the increasingly mature game-based learning technology. Currently, educational games are regarded
Xian Xiao, Gaoda He
doaj   +1 more source

Bad Game, Good Learning : Examining the Contradictions of Digital Game-Based Learning [PDF]

open access: yes, 2020
This paper aims to explore some of the inherent dichotomies between games and learning. This is not referring to the already thoroughly discussed challenge of merging learning content into appealing and engaging game design, but rather to a more ...
Romin, Rebecca,, Berg Marklund, Björn,
core   +1 more source

Learning Italian as a Second Language in a Sample of Ukrainian Children: A Game-Based Learning Approach

open access: yesPediatric Reports, 2023
Game-based learning is an educational approach aimed at acquiring knowledge through the use of play. There are various studies that note the effectiveness of playing as an educational tool and the use of digital platforms as a tool that can increase its ...
Alessandro Frolli   +4 more
doaj   +1 more source

Patterns of game playing behavior as indicators of mastery [PDF]

open access: yes, 2022
S.85-103Every game is a serious one, i.e., every game is appropriate for some learning. How it works and what is learned depends on the context of game playing. Assuming suitable formalizations, there are patterns of game playing behavior.
Jantke, K.P.
core   +1 more source

Student, parent, and teacher perceptions towards digital educational games: How they differ and influence each other

open access: yesKnowledge Management & E-Learning: An International Journal, 2021
Digital game-based learning has received increased attention in education. As the key stakeholders in education, students, parents, and teachers may have different perceptions and attitudes towards game-based learning, which have a great impact on its ...
Jingwen Xie   +2 more
doaj   +1 more source

The students' perceptions of digital game-based learning [PDF]

open access: yes, 2017
This paper provides a critical analysis on the rationale behind the utilisation of educational technologies, including; digital learning resources. A qualitative research sheds light on the students’ discernment and preconceptions toward the use of digital games, stories and simulations, in-class.
Camilleri, Mark Anthony   +2 more
openaire   +3 more sources

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