AI-based adaptive personalized content presentation and exercises navigation for an effective and engaging E-learning platform. [PDF]
Sayed WS +6 more
europepmc +1 more source
Testing the effectiveness of digital game-based learning in a corporate context : comparison to a passive e-learning approach [PDF]
All, Anissa +2 more
core +1 more source
Digital Educational Escape Rooms for Providing Knowledge on Stress Management and Health Promotion for Students-A Rapid Review and Pilot Study. [PDF]
Albrecht J +5 more
europepmc +1 more source
Virtual game-based learning environments to promote self-regulated learning skills in foreign language learners. [PDF]
Noriega Cortes MA, Carreño-Bolivar L.
europepmc +1 more source
Promoting Physical and Mental Health among Children and Adolescents via Gamification-A Conceptual Systematic Review. [PDF]
Gkintoni E +4 more
europepmc +1 more source
The Benefits of Digital Game-Based Learning (DGBL) on Indonesian High School Students’ Engagement in Learning English as Foreign Language (EFL) [PDF]
openaire +1 more source
Current climate for digital game-based learning of science in further and higher education. [PDF]
Brown CL +3 more
europepmc +1 more source
The Impact of Digital Learning Competence on the Academic Achievement of Undergraduate Students. [PDF]
Song Y, Lv S, Wang M, Wang Z, Dong W.
europepmc +1 more source

