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
Digital game based learning and serious game for higher education [Elektronisk resurs] [PDF]
Game based learning has proved to increase the motivation of learning among students. A first development of this regarding automation strategies was presented last year in terms of analog games.
Mattsson, Sandra, +4 more
core
Preschoolers' Mathematics Game Preferences and Learning Performance through Designing a Degree of Freedom for a Tablet Game. [PDF]
Tang JT, Nine WT, Wang YC.
europepmc +1 more source
Influence of game-based learning in mathematics education on the students' cognitive and affective domain: A systematic review. [PDF]
Hui HB, Mahmud MS.
europepmc +1 more source
MAXIMIZE DIGITAL GAME BASED LEARNING TO TEACH ENGLISH FOR YOUNG LEARNERS: TEACHER’S VIEW [PDF]
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
Exploring high school students’ attitudes towards digital game-based learning: A perspective from Indonesia [PDF]
Students’ attitudes towards Digital Game-Based Learning (DGBL) in developing countries such as Indonesia are rarely investigated despite the fact that digital games are being used in secondary education increasingly.
Irwanto, Irwanto +3 more
core +2 more sources
Exploring the Impact of Player Traits on the Leaderboard Experience in a Digital Maths Game
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
Background: Permainan atau game adalah kegiatan yang dilakukan oleh seseorang atau sekelompok orang dengan aturan tertentu untuk memperoleh melatih keterampilan, kesenangan atau mengisi waktu luang untuk mencapai tujuan tertentu. Game edukasi juga dapat diterapkan dalam dunia Anak Usia Dini merupakan masa penting untuk membantu pertumbuhan dan ...
Siti Aminah +2 more
openaire +1 more source
A review of ICT-enabled learning for schoolgirls in Asia and its impacts on education equity. [PDF]
Liang M, Lim CP, Park J, Mendoza NB.
europepmc +1 more source

