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Randomness impact in digital game-based learning

2015 IEEE Global Engineering Education Conference (EDUCON), 2015
This research reports the findings of experiments conducted in Kuwait to explore how randomness in educational engineering video games can assist autistic children in experiencing randomness and developing their cognitive behaviors. The experiments are based on an engineering educational application that was implemented based on random numbers and by ...
Mariam Al-Hammadi, Abdelrahman Abdelazim
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Digital Game-Based Learning as Digitization of Learning Culture

2018
Digital Game-based Learning (DGBL) is a current topic in the academic as well as practical discourse on learning in the context of 21st century learning/skills as well as digitization. This paper focuses on the question of what DGBL is and what it is not—as well as what it could be.
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Digital Game-Based Learning: Learning with Games

2016
This chapter on game-based learning and the next on game-based pedagogy form the foundation on which the remainder of the book is built.
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Digital Game-Based Learning in Programmierlernspielen

2016
Digital game-based Learning bekommt im Schulkontext in jüngster Zeit wieder mehr Beachtung. Befürworter dieser Form des Lernens preisen diese als absolut zukunftsweisend, da sie positive Auswirkungen auf die Motivation und die Problemlösefähigkeit hat, während deren Gegner kritisieren, dass diese Lernform langfristig negative Auswirkungen auf die ...
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Intelligent adaptation of digital game-based learning

Proceedings of the 2008 Conference on Future Play: Research, Play, Share, 2008
Games for learning cannot take the same design approach as games when targeting audiences. While players of entertainment games have the luxury of choosing games that suit them, students using digital games for learning typically have a single game for them to learn from, regardless of whether or not it fits their playing style or learning needs.
Brian Magerko   +3 more
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Investigating Digital Game-Based Language Learning

2019
Die hier vorgestellten Forschungsprojekte untersuchen die Produkte und Praktiken des digitalen Spielens mit Fokus auf die Teilhabe am Fremdsprachenlernen. Drei unterschiedliche Studien mit variierenden Forschungsmethoden und -schwerpunkten wurden durchgeführt, um die Affordanzen verschiedener Aspekte des Fremdsprachenlernens mit digitalen Spielen ...
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Digital Game-Based Learning: An Agent Approach

2007
Digital game-based learning has proven to be a useful and cost-effective alternative to the traditional classroom-based experience. However, current digital learning methods for young learners fail to engage audiences accustomed to interactive media.
Christian Anthony L. Go, Won-Hyung Lee
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Digital Game-based Learning

2021
Zohreh R. Eslami, Mahjabin Chowdhury
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The Future of Digital Game-Based Learning

2009
This chapter discusses the potential future of games for learning through the lens of current advantages of real-world education that are thus far lacking in educational games. It focuses on four main facets of the real-world educational experience: adapting content to an individual student, the rigorous evaluation of educational media, the ease of ...
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Digital Game-Based Learning in Higher Education

2009
Since the 1970s, computer games have become more and more a part of our culture. For the past 20-30 years, some studies have shown that certain aspects of computer games may have potential benefits in a learning environment. For example, games may increase motivation, collaboration and competition, as well as provide an effective inquiry-based ...
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