Enhancing EFL vocabulary and psychological well-being in Chinese undergraduates through adaptive digital games with mind mapping and Runge-Kutta modeling. [PDF]
Cai Z.
europepmc +1 more source
Designing for Engagement in Primary Health Education Through Digital Game-Based Learning: Cross-National Behavioral Evidence from the iLearn4Health Platform. [PDF]
Gkintoni E +17 more
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Developing a digital game for excel skills learning in higher education - a comparative study analyzing differences in learning between digital games and textbook learning. [PDF]
Chen MY, Tang JT.
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A virtual reality game for older adults' immersive learning. [PDF]
Cheng L, Pang WYJ, Kong A.
europepmc +1 more source
The accuracy-bias trade-offs in AI text detection tools and their impact on fairness in scholarly publication. [PDF]
Pratama AR.
europepmc +1 more source
Games and Creativity: A Theoretical Framework. [PDF]
Mercier M +2 more
europepmc +1 more source
Editorial for EAIT issue 2, 2022. [PDF]
Tatnall A.
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Empowering Students with Learning Disabilities: Examining Serious Digital Games' Potential for Performance and Motivation in Math Education. [PDF]
Polydoros G, Antoniou AS.
europepmc +1 more source
Play hard, study hard? The influence of gamification on students' study engagement. [PDF]
Chen J, Liang M.
europepmc +1 more source

