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The Motivation Design Model and Acceptance Testing Analysis of Digital Game-Based Learning (DGBL) Software

2015 7th International Conference on Information Technology in Medicine and Education (ITME), 2015
Digital Game-Based Learning (DGBL) is becoming increasingly prevalent. Its participant-players are in millions and its revenues are in billions of dollars. There is a gap in how effectiveness DGBL software is to encourage students in learning and increase their motivation in learning process. This paper aims to discuss children and teenagers' education
Wong Seng Yue, Mohd Ridhwan Abdullah
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Combine DGBL with AI system: A Technical Guidance to Reduce Teacher’ s Burden in Digital Game-based Learning

European Conference on Games Based Learning, 2023
Game-based learning has been regarded as a increasing popular method in current teaching process, however, it really burdens teacher as it requires teachers to invest abundant energy and time to design. Aims at reducing teaching burden, this research has proposed a guidance system design based on large language model (LLM) and blockchain technology. In
Yue Lei, Liang Guo
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2D Side-Scrolling Game: Applying Motivation and Digital Game-Based Learning (DGBL) in English Learning

2015
With the popularity of the video game media amongst the young adults, providing a digital game-based learning of the English language could increase the level of knowledge of the English language amongst young adults and university students. Perception of English as a difficult subject to learn, lack of motivation amongst students and inadequate or ...
Seng Yue Wong   +2 more
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The Future of Digital Game-Based Learning (DGBL) in Shaping Intercultural Communication Competency

2019
Although intercultural communication has long been a vital issue, accelerating globalization and immigration over the past century have increased its importance. Therefore, it is imperative that education and training in intercultural communication are created and continually evaluated for effectiveness. One operative new strategy is the use of digital
Ahmed Karam Yousof, Nahla Abousamra
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Learning and motivational effects of digital game-based learning (DGBL) for manufacturing education –The Life Cycle Assessment (LCA) game

Computers in Industry, 2018
Abstract Despite its potential, empirical evidence of the educational effectiveness of Digital Game-based Learning (DGBL) for manufacturing education is still limited. To this respect, the Life Cycle Assessment (LCA) Game was developed in order to explain in an interactive way to university students life cycle assessment, a tool which is becoming ...
Stefano Perini   +4 more
openaire   +1 more source

Progress Visualisation, Competition, and Collaboration in Digital Game-based Learning as Audience (DGBL-AA)

European Conference on Games Based Learning
This study builds on previous work investigating the efficacy of a novel framework for the design of interactive learning activities based on Digital Game-Based Learning (DGBL). The work presented here provides further explanation of the setup from the previous experiment with the novel framework, DGBL-AA, by considering the provision of a game that a ...
Dongjie Xu, Janet Read
openaire   +1 more source

Interdisciplinary Art Learning Through Artistic Digital Game-Based Learning (DGBL): Evaluating Learning Outcomes and Processes Among Science and Engineering Students

Empirical Studies of the Arts
The field of interdisciplinary art education, particularly through digital game-based learning, lacks empirical research on the art learning process and the competencies gained along the process. To address this research gap, this study collects data through experiment and post-experiment interviews from 20 science and engineering college students who
SiBo Zhou, Norfarizah Mohd Bakhir
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Digital Game-based Learning (DGBL) in the L2 Classroom: The Impact of the UN’s Off-the-Shelf Videogame, Food Force, on Learner Affect and Vocabulary Retention

CALICO Journal, 2014
This mixed-method study explored the impact of Food Force (FF) , a UN-sponsored off-the-shelf videogame, on learner affect and vocabulary learning and retention in a Japanese as a second/foreign language classroom. The videogame was integrated into an existing curriculum and two studies were performed.
Claire Ikumi Hitosugi   +2 more
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Effectiveness of Digital Game Based Learning (DGBL) Tools Usage in Macroeconomics among Tertiary Education Students: ARCS Motivation Model

International Journal of Research and Innovation in Social Science
The adoption of digital game-based learning (DGBL) tools in tertiary education is rapidly expanding, driven by digital transformation and the emergence of Education 5.0. This innovative educational paradigm prioritizes personalized learning, collaborative environments, and the integration of advanced technologies to improve educational outcomes. Within
Noormahayu Mohd Nasir   +4 more
openaire   +1 more source

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