Results 31 to 40 of about 281,783 (261)
This research aimed to compare two strategies for vocabulary learning (digital-game-based learning and paper-based learning). The research was conducted during the first semester of the academic year 2022/2023.
Alex Dharmawan Sianturi, Ruei-Tang Hung
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A Comparative Review of Mobile and Non-Mobile Games for Language Learning
Recent studies have increasingly investigated the effectiveness of both mobile and non-mobile digital game-based language learning. To gain an in-depth understanding of the differences in the effectiveness of mobile and non-mobile games, we compared ...
Fan Su, Di Zou, Haoran Xie, Fu Lee Wang
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Constructionist Learning in Anatomy Education: What Anatomy Students Can Learn through Serious Games Development [PDF]
In this paper we describe the use of 3D games technology in human anatomy education based on our MSc in Medical Visualisation and Human Anatomy teaching practice, i.e.
Kim Bale +8 more
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The theoretical conceptions of game-based learning are different from those of traditional instruction. Indeed, the classical approaches of needs and task analysis seem to be not appropriate for designing digital serious games as computer-supported ...
Gianvito D'Aprile +3 more
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Exploring the potential of digital game-based vocabulary learning among high school students in Selangor [PDF]
Vocabulary plays a crucial role for students to learn and with the rapid evolution of digital learning, game-based learning, it becomes a new way to allow students to obtain new vocabularies in fun and meaningful learning.
Razali, Nurul Hidayah +3 more
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This essay examines a Fall 2020 assignment for a second-year undergraduate “Introduction to Digital Humanities” course as a case study of digital experiential learning during the Covid-19 pandemic.
Alexandra Bolintineanu +5 more
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TEACHERS` PERCEPTIONS OF DIGITAL GAME-BASED VOCABULARY LEARNING
The most problem in teaching and learning English that faced by the teacher is the students` lacks of vocabulary. The problem caused by the media used in teaching and learning process that makes the students feel bored, less motivation when joining the class.
M. Sihombing, Poppy Shania +1 more
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Game-based Learning: Acquiring Supply Chain Management Skills Through Playing Computer Games [PDF]
Computer games can support university teaching by promoting strategic, planning, and networked thinking. Especially in supply chain management, many processes require coordination, effects of actions need to be predicted, and decisions are made under ...
Rieck, Julia +2 more
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Digital storytelling game per una didattica ludica della storia
The article explores the potential of digital storytelling as a tool for promoting historical understanding. Digital storytelling is based on a playful-narrative approach to “mediated” learning by using digital technologies.
Elisabetta DE MARCO
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Playfulness and Creativity as Vital Features when School Children Develop Game-based Designs
The presence of digital technologies in classroom settings is relentlessly getting stronger and has shown to have powerful playful qualities. In recent years, digital game-based learning (DGBL) has been introduced in schools.
Eva Brooks, Jeanette Sjöberg
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