Results 21 to 30 of about 1,811 (188)

Serious games for environmental education 严肃游戏在环境教育中的应用

open access: yesIntegrative Conservation, Volume 2, Issue 1, Page 19-42, March 2023., 2023
A review of 56 research studies on games used for environmental education revealed that the popularity of games is due to raising awareness, growing investment and better technological access. Successful games are ones that are immersive, have meaningful engagement, involve learning‐by‐doing, simulate the real world, give choices in decisions and have ...
Cedric K. W. Tan, Hidayah Nurul‐Asna
wiley   +1 more source

Serious Games Accessibility Design Model for Low‐Vision Children

open access: yesAdvances in Human-Computer Interaction, Volume 2023, Issue 1, 2023., 2023
The evolution in information technology has brought worldwide access to information. Information technology has become an approach for effective learning in the education sector. This development provides an opportunity for people with disabilities.
Nurul Izzah Othman   +3 more
wiley   +1 more source

State of the art and practice in AI in education

open access: yesEuropean Journal of Education, Volume 57, Issue 4, Page 542-570, December 2022., 2022
Abstract Recent developments in Artificial Intelligence (AI) have generated great expectations for the future impact of AI in education and learning (AIED). Often these expectations have been based on misunderstanding current technical possibilities, lack of knowledge about state‐of‐the‐art AI in education, and exceedingly narrow views on the functions
Wayne Holmes, Ilkka Tuomi
wiley   +1 more source

Children building and having fun while they learn geometry

open access: yesComputer Applications in Engineering Education, Volume 30, Issue 3, Page 741-758, May 2022., 2022
Abstract Geometry is a basic discipline in STEM education. Recent educational reports, however, suggest that geometry is one of the subjects that sees the lowest levels of performance in the math curriculum. This paper presents a gamified itinerary through digital activities designed to teach geometry. Our aim is to attract Primary School children into
Anna Puig   +3 more
wiley   +1 more source

Meta‐Analysis on Investigating and Comparing the Effects on Learning Achievement and Motivation for Gamification and Game‐Based Learning

open access: yesEducation Research International, Volume 2022, Issue 1, 2022., 2022
This meta‐analysis aimed to investigate and compare the efficiencies of gamification and game‐based learning in terms of learning achievement and motivation. With distinctive features, gamification and game‐based learning were hypothesized to exert different effects on learning achievement and motivation.
Qi Zhang, Zhonggen Yu, Gwo-Jen Hwang
wiley   +1 more source

Investigating and Comparing the Effects on Learning Achievement and Motivation for Gamification and Game‐Based Learning: A Quantitative Study Employing Kahoot

open access: yesEducation Research International, Volume 2022, Issue 1, 2022., 2022
This study is aimed at investigating and comparing the effects on learning achievement and motivation for two game‐related pedagogies: gamification and game‐based learning. Gamification was the process involving separable and flexible game elements, while game‐based learning was the pedagogical procedure based on the inseparable serious games.
Qi Zhang, Zhonggen Yu, Ayoub Bahnasse
wiley   +1 more source

Sixth-grade students’ experiences of a digital game-based learning environment: A didactic analysis

open access: yesJournal of Research and Advances in Mathematics Education, 2021
Students' conceptual understanding and mathematical process skills can be improved through digital games in mathematics education. The starting point of this study is the idea of having students encounters this kind of environment. The study didactically
Mustafa Gök, Mevlüt İnan
doaj   +1 more source

Narrative categorization in digital game‐based learning: Engagement, motivation & learning

open access: yesBritish Journal of Educational Technology, Volume 52, Issue 1, Page 91-111, January 2021., 2021
Abstract Previous research shows that digital game‐based learning (DGBL) can have positive effects on engagement, motivation and learning, and that using narratives may reinforce these effects. A systematic review identified 15 DGBL systems that report effects from their use of narratives.
Fredrik S. Breien, Barbara Wasson
wiley   +1 more source

Digital Game-Based Learning as a Strategy to Expand Vocational Students’ Vocabulary: A Mixed Methods Approach

open access: yesJournal of Education Technology, 2023
The Digital Game-Based Learning (DGBL) strategy is widely recommended for digital-native learners to enrich their vocabulary. The purposes of this study was to evaluate the effectiveness of DGBL in expanding students’ vocabulary knowledge.
Lailatul Abidah   +2 more
doaj   +1 more source

The Case of a Multiplication Skills Game: Teachers’ Viewpoint on MG’s Dashboard and OSLM Features

open access: yesComputers, 2021
Educational games and digital game-based learning (DGBL) provide pupils interactive, engaging, intelligent, and motivating learning environments. According to research, digital games can support students’ learning and enhance their motivation to learn ...
Angeliki Leonardou   +3 more
doaj   +1 more source

Home - About - Disclaimer - Privacy