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eLuna: A Co-Design Framework for Narrative Digital Game-Based Learning that Support STEAM [PDF]

open access: yesFrontiers in Education, 2022
STEAM education enables the cross-curricular study of subjects based on their naturally occurring relationships through holistic and integrated methods. Narratives are enablers of STEAM learning environments, something that is evident in the exploration ...
Fredrik Breien   +5 more
doaj   +3 more sources

Digital Game-Based Support for Learning the Phlebotomy Procedure in the Biomedical Laboratory Scientist Education [PDF]

open access: yesComputers, 2022
Practice-based training in education is important, expensive, and resource-demanding. Digital games can provide complementary training opportunities for practicing procedural skills and increase the value of the limited laboratory training time in ...
Tord Hettervik Frøland   +5 more
doaj   +3 more sources

Improving Pediatric/Neonatology Residents' Newborn Resuscitation Skills With a Digital Serious Game: DIANA [PDF]

open access: yesFrontiers in Pediatrics, 2022
BackgroundSerious games, and especially digital game based learning (DGBL) methodologies, have the potential to strengthen classic learning methodology in all medical procedures characterized by a flowchart (e.g., neonatal resuscitation algorithm ...
Serena Bardelli   +12 more
doaj   +2 more sources

Digital Learning Games for Mathematics and Computer Science Education: The Need for Preregistered RCTs, Standardized Methodology, and Advanced Technology [PDF]

open access: yesFrontiers in Psychology, 2020
In today’s digital information society, mathematical and computational skills are becoming increasingly important. With the demand for mathematical and computational literacy rising, the question of how these skills can be effectively taught in schools ...
Lara Bertram, Lara Bertram
doaj   +2 more sources

Domesticating Digital Game-based Learning [PDF]

open access: yesNordic Journal of Science and Technology Studies, 2016
This paper analyses the use of digital game-based learning (DGBL) in schools in Norway. It investigates the types of games used in Norwegian schools and how pupils experience that practice.
Helga Dís Sigurdardottir
doaj   +9 more sources

Affective states in digital game-based learning: Thematic evolution and social network analysis. [PDF]

open access: yesPLoS ONE, 2021
Research has indicated strong relationships between learners' affect and their learning. Emotions relate closely to students' well-being, learning quality, productivity, and interaction. Digital game-based learning (DGBL) has been widely recognized to be
Xieling Chen   +4 more
doaj   +2 more sources

The use of Digital Game-Based Learning (DGBL) in teachers’ training: a scoping review

open access: yesFrontiers in Education, 2023
Taking care of teachers’ competencies is essential to determine a satisfactory level of quality in teaching, with a crucial impact on the proper functioning of educational services.
Benedetta Ragni   +4 more
doaj   +3 more sources

Bored, Distracted, and Confused: Emotions That Promote Creativity and Learning in a 28-Month-Old Child Using an iPad [PDF]

open access: yesJournal of Intelligence, 2022
Digital technology is increasingly becoming a part of daily life, including the lives of children. Portable digital devices are omnipresent and integrated into activities that did not previously require them.
Shiva Khalaf   +3 more
doaj   +2 more sources

Effects of digital game-based learning on students’ digital etiquette literacy, learning motivations, and engagement [PDF]

open access: yesHeliyon
Recent years have seen a substantial rise in the number of children and teenagers surfing the Internet; however, not all use this resource responsibly. Digital etiquette, a core element of digital citizenship, contributes to proper Internet adoption and ...
Yunxiang Zheng   +7 more
doaj   +2 more sources

Dynamic assessment of the effectiveness of digital game-based literacy training in beginning readers: a cluster randomised controlled trial [PDF]

open access: yesPeerJ, 2023
In this article, we report on a study evaluating the effectiveness of a digital game-based learning (DGBL) tool for beginning readers of Dutch, employing active (math game) and passive (no game) control conditions.
Toivo Glatz   +6 more
doaj   +3 more sources

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