Results 91 to 100 of about 619 (198)
Game-Based Learning experiences in primary mathematics 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
An adaptive model for digital game based learning [PDF]
Digital Game-based Learning (DGBL) has the potential to be a more effective means of instruction than traditional methods. However meta-analyses of studies on the effectiveness of DGBL have yielded mixed results. One of the challenges faced in the design
Cunningham, Larkin
core
Gamefulness in Designing Digital Game-Based Learning Through a Role-Playing Game [PDF]
This paper discusses the third iteration of redesigning and implementing a master’s level course on Digital Game-Based Learning (DGBL). We investigated how the course redesign of activities and assessments fostered multiple ways of teaching and learning ...
Kim, Beaumie +2 more
core +1 more source
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
"What It Means to be a Digital Citizen": Using concept mapping and an educational game to explore children's conceptualization of digital citizenship. [PDF]
Zhong J, Zheng Y.
europepmc +1 more source
Innovations need to be made in mathematics learning to motivate students, especially in learning models. One thing that motivates and is interesting for students is gadget games, namely games. The appropriate learning model is DGBL (Digital Game Based Learning). The media used is the Kahoot!
Ratu Firdausi Rahman +2 more
openaire +1 more source
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
Primary School Students' Experiences using Minecraft Education during a National Project-Based Initiative: An Irish Study. [PDF]
Slattery EJ +3 more
europepmc +1 more source
Attitude of Prospective Teachers towards Digital Game-Based Learning (DGBL)
openaire +1 more source
The purpose of the current correlational study was to determine whether any significant relationship exists between Iranian EFL university students' adoption of DGBL and their motivation for learning English within the framework of the Technology Acceptance Model (TAM). The study also sought to examine the EFL students' attitudes towards DGBL.
openaire +1 more source

