The use of Digital Game-Based Learning (DGBL) in teachers’ training: a scoping review [PDF]
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 +7 more sources
Digital Game-Based Language Learning (DGBL): An Analysis of Polish and Spanish Teacher Candidates’ Knowledge and Attitudes [PDF]
The digital gaming industry is experiencing rapid growth and presents significant potential for implementation in educational contexts. Despite a significant body of literature on Digital Game-Based Language Learning (DGBL), the focus has primarily been
Jose Belda-Medina +1 more
doaj +5 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
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
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
Exploring EFL primary school teachers' behavioral intention towards digital game-based learning. [PDF]
This study investigates the factors influencing English as a Foreign Language (EFL) primary school teachers' behavioral intention (BI) to integrate Digital Game-Based Learning (DGBL) into their teaching practices.
Yuting Wang, Deping Zou
doaj +2 more sources
Effects of Digital Game-Based Learning on Elementary Science Learning: A Systematic Review
Digital game-based learning (DGBL) has been perceived as an engaging teaching approach to foster students' learning and motivation. There are different opinions about the potential benefits of gaming on students' academic achievements, motivation, and ...
Mahmood H. Hussein +4 more
doaj +3 more sources

