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From Traditional to Digital: Factors to Integrate Traditional Game-Based Learning into Digital Game-Based Learning Environment

2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, 2008
Traditional game-based learning is widely used as pedagogy to motivate students more and attract them in learning process. Digital game-based learning is a new trend in instruction. With high-tech equipments we are able to bring novel experience to learners. Both of game-based learning strategies are with their own advantages.
Sheng-Hui Hsu   +4 more
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Instructional Design for Digital Game-Based Learning

2021
Learning by specific computer games can be effective, it even can be better than conventional forms of instruction, but it also may be worse. Instructional design (ID) as the discipline that derives and proofs hypothetical technological statements from empirical results of instructional psychology provides some criteria, at least points of view that ...
Jacqueline Schuldt, Helmut Niegemann
openaire   +1 more source

Parental acceptance of digital game-based learning

Computers & Education, 2011
In research about digital game-based learning, the likely negative perceptions of parents are often enlisted as a barrier toward the adoption of games in classroom settings. Teachers, students and policy makers appear to be influenced by what parents think about games in the classroom.
Jeroen Bourgonjon   +4 more
openaire   +1 more source

Digital game-based learning for language acquisition

2023
The high number of asylum seekers has led many countries to focus on how to integrate them quickly into their societies. The answer to this question is access to education. It is especially important for young people to build social connections. Schools can help by establishing new contacts and friendships.
openaire   +1 more source

DIGITAL GAME-BASED LEARNING: WHY, WHEN AND HOW

EDULEARN proceedings, 2017
Video games have been around for more than sixty years. Learning through videogames is a topic that has been addressed by teachers and educators of which has been made various experiments at all educational levels, starting at the pre-school to higher education.
openaire   +2 more sources

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
openaire   +1 more source

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.
openaire   +1 more source

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 ...
openaire   +1 more source

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
openaire   +1 more source

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