Results 101 to 110 of about 1,811 (188)

Penerapan DGBL (Digital Game Based Learning) Dengan Penggunaan Kahoot! Terhadap Motivasi Belajar Siswa Dalam Pembelajaran Matematika

open access: yesCetta: Jurnal Ilmu Pendidikan
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

Gamification for Teaching and Learning Computer Security in Higher Education [PDF]

open access: yes, 2016
In many cases students in higher education are driven by assessments and achievements rather than the “learning journey” that can be achieved through full engagement with provided material.
Butterfield, EM, Schreuders, ZC
core  

Engaging students with intellectual disabilities through location based games based learning [PDF]

open access: yes, 2014
Learning, is both an emotional and cognitive process and according to researchers and teachers worldwirde, when players are engaged in activities that are intrinsically motivating, they are more prone to demonstrate deep learning.
Constantinos Mourlas   +2 more
core  

Exploring the Impact of Player Traits on the Leaderboard Experience in a Digital Maths Game

open access: yesInternational Journal of Serious Games
Digital Game-Based Learning (DGBL) uses digital games to enhance engagement and learning, but its efficacy is linked to game features. Leaderboards are a commonly used feature to increase motivation through competition, improving engagement and learning
André Almo   +3 more
doaj   +1 more source

PENGARUH PENDEKATAN BERMAIN BERBASIS DIGITAL GAME BASED LEARNING (DGBL) TERHADAP PENINGKATAN KERJASAMA DAN KETERAMPILAN BERMAIN SEPAKBOLA

open access: yesJurnal Kepelatihan Olahraga, 2019
Penelitian ini bertujuan untuk mengetahui pengaruh pendekatan bermain berbasis DigitalGame Based Learning (DGBL) terhadap Peningkatan Kerjasama dan Keterampilan BermainSepakbola Siswa. Metode penelitian yang digunakan dalam penelitian ini adalah metodeeksperimen dengan menggunakan desain Randomize Pretest-Posttest Control GroupDesign.
Wisaksono, Hendro, Berliana, Berliana
openaire   +1 more source

LogicHouse-v1: a digital game-based learning tool for enhanced teaching of digital electronics in higher education institutions

open access: yesCogent Engineering
A drastic decline in the number of students that are enrolled for Engineering is now being experienced in developed as well as developing countries.
Joy Ajayi   +6 more
doaj   +1 more source

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