Results 91 to 100 of about 1,811 (188)

Developing an interactive game platform to promote learning and teamwork on mobile devices: an experience report [PDF]

open access: yes, 2008
In the past few Years, many new development toolkits such as the Nebula2 and/or mobile technologies including the WiFi or mobileTV have opened up exciting learning opportunities on mobile devices. On top of it, new technologies continue to fuel the rapid
Kwan, ACM   +4 more
core   +1 more source

PENGEMBANGAN MEDIA DIGITAL GAME-BASED LEARNING (DGBL) UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRONOLOGIS SISWA DALAM PEMBELAJARAN SEJARAH DI SMA

open access: yes, 2019
Background of the research is not yet providing the media emphasis on the aspect of learning to think chronologically. This research aims to: 1) Developing media DGBL viable and practical learning in history. 2) Reveal the effectiveness of media Digital Game-based Learning (DGBL) in improving the chronological thinking ability of students.
Irawan, Dicky   +2 more
openaire   +1 more source

MAXIMIZE DIGITAL GAME BASED LEARNING TO TEACH ENGLISH FOR YOUNG LEARNERS: TEACHER’S VIEW

open access: yes
Digital Game-Based Learning (DGBL) has gained significant popularity in Teaching English to Young Learners (TEYL) due to its potential to enhance student engagement and motivation.
Rinda, Zen, Aida Fitrianah
core   +2 more sources

Integrating BIM and gaming to support building operation: the case of a new hospital [PDF]

open access: yes, 2014
Moving into a new hospital requires healthcare professionals to adapt to a new work environment. Workflows, processes, and competencies become obsolete and need to be tailored for the new hospital.
Lassen, Ann Karina   +2 more
core   +1 more source

Integrating Serious Games in the Educational Experience of Students with Intellectual Disabilities: Towards a Playful and Integrative Model [PDF]

open access: yes, 2013
The purpose of this paper is to present a series of observations made by researchers and educators on the integration of serious games in the educational experience of users with intellectual disabilities (ID).
Mourlas, Constantinos, Saridaki, Maria
core   +1 more source

Game-Based Learning experiences in primary mathematics education

open access: yesFrontiers in Education
Using game-based learning (GBL), especially digital game-based learning (DGBL), as a teaching and learning environment can be a pedagogical resource and a good strategy in the classroom to support mathematical learning.
Edith Debrenti
doaj   +1 more source

影響數位遊戲式學習行為與學習遷移成效之因素探討 Exploring the Factors that Influence Learning Behaviors and Learning Transfer in Digital Game-Based Learning

open access: yesJournal of Research in Education Sciences, 2010
近年來,數位遊戲式學習(Digital Game-based Learning, DGBL)已逐漸受到數位學習(e-Learning)的重視,但根據過去的一些研究發現,數位遊戲式學習者常會出現逃避學習的行為,且在數位遊戲式學習的成效上似乎也充滿不確定性。本研究以8 位國小學生為研究對象,透過質性為主的個案研究,經實地的觀察與訪談,深入分析影響數位遊戲式學習行為的因素,並探討影響學習者的遠遷移成效之因素。研究發現,本研究所採用的教育性線上遊戲雖可促使學生主動學習,但也會伴隨著不認真學習 ...
蔡福興 Fu-Hsing Tsai   +2 more
doaj   +1 more source

EFFECTS OF DIGITAL GAME-BASED LEARNING ON PRODUCT INNOVATION SKILLS DEVELOPMENT: COMPARATIVE ANALYSIS BETWEEN APPLIED ARTS AND APPLIED SCIENCE UNDERGRADUATE STUDENTS

open access: yesMalaysian Journal of Learning and Instruction
Purpose - This study investigates how Digital Game-based Learning (DGBL) impacts the development of product innovation skills among undergraduate students, comparing the performance of students across different disciplines—Applied Arts (AA) and Applied ...
Tan Bee Sian   +3 more
doaj   +1 more source

Level up learning: a national survey on teaching with digital games [PDF]

open access: yes
Digital games have the potential to transform K-12 education as we know it. But what has been the real experience among teachers who use games in the classroom?
Lori Takeuchi, Sarah Vaala
core  

Technology-enhanced digital game-based learning for environmental literacy: catalyzing attitude change in learners

open access: yesFrontiers in Education
Recently, various approaches have been adopted to cultivate environmental literacy, and prior studies have confirmed the value of digital games in this domain.
Tsung-Yen Chuang   +2 more
doaj   +1 more source

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