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

