Results 21 to 30 of about 619 (198)
Perancangan Edu-Game Anti Kekerasan Seksual Menggunakan Metode Digital Game Based Learning-Instructional Design (DGBL-ID) [PDF]
Tingginya kasus kekerasan seksual pada anak-anak mendorong perlunya peningkatan efisiensi upaya preventif melalui pendidikan seksual yang dilakukan sedini mungkin. Salah satu media edukasi yang sesuai untuk anak usia dini adalah permainan.
Arviana, Roswita Nerrisa; Bandung Institute of Technology (ITB)
openaire +3 more sources
In the past two decades, a considerable amount of research has focused on digital games as part of media education. Digital game-based learning (DGBL) is identified as a potential pedagogical approach to enhance learning in the digital era.
Shahrul Affendi Ishak +2 more
doaj +1 more source
Research on Digital Game-Based learning (DGBL) indicated it is effective in inducing student motivation and learning outcomes. Teachers as gatekeepers of technology should maneuver DGBL as pedagogical approach to engage students.
Min Lun Wu
doaj +1 more source
Video games as a tool for ecological learning: the case of Animal Crossing
Abstract Amidst lockdown policies in response to the COVID‐19 pandemic, many used video games as a method to maintain a connection with others while ensuring social distancing. A new edition of the Animal Crossing series of games had been released in March 2020 and beat sales and downloads records.
S. Coroller, C. Flinois
wiley +1 more source
Serious games for environmental education 严肃游戏在环境教育中的应用
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
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
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
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
Data_Sheet_1_The use of Digital Game-Based Learning (DGBL) in teachers’ training: a scoping review.docx [PDF]
Taking care of teachers’ competencies is essential to determine a satisfactory level of quality in teaching, with a crucial impact on the proper functioning of educational services.
Marco di Furia (15429785) +9 more
core +1 more source
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

