Results 31 to 40 of about 281,783 (261)

A Comparison between Digital-Game-Based and Paper-Based Learning for EFL Undergraduate Students’ Vocabulary Learning

open access: yesEngineering Proceedings, 2023
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
doaj   +1 more source

A Comparative Review of Mobile and Non-Mobile Games for Language Learning

open access: yesSAGE Open, 2021
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
doaj   +1 more source

Constructionist Learning in Anatomy Education: What Anatomy Students Can Learn through Serious Games Development [PDF]

open access: yes, 2012
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
core   +1 more source

Social, constructivist and informal learning processes: together on the Edge for designing digital game-based learning environments

open access: yesJe-LKS: Journal of E-Learning and Knowledge Society, 2015
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
doaj   +1 more source

Exploring the potential of digital game-based vocabulary learning among high school students in Selangor [PDF]

open access: yes
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
core   +1 more source

"'A Certain Enemy Robbed Me of My Life': Medieval Riddles, Digital Transformations, and Pandemic Pedagogy."

open access: yesDigital Medievalist, 2022
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
doaj   +2 more sources

TEACHERS` PERCEPTIONS OF DIGITAL GAME-BASED VOCABULARY LEARNING

open access: yesLINGUISTIK TERAPAN, 2023
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
openaire   +2 more sources

Game-based Learning: Acquiring Supply Chain Management Skills Through Playing Computer Games [PDF]

open access: yes, 2021
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
core   +1 more source

Digital storytelling game per una didattica ludica della storia

open access: yesDiacronie. Studi di Storia Contemporanea, 2021
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
doaj  

Playfulness and Creativity as Vital Features when School Children Develop Game-based Designs

open access: yesDesigns for Learning, 2022
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
doaj   +1 more source

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