Results 31 to 40 of about 619 (198)

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

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

Pedagogical Integration of Digital Game-Based Learning - Processes Involved [PDF]

open access: yes, 2022
Aligned with the digital development in society, the use of digital game-based learning (DGBL) as a pedagogical enhancement has increased marked-ly in schools recently. However, due to various reasons, teachers are not always as enthusiastic to adopt the
Sjöberg, Jeanette   +1 more
core   +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

Effects of Digital Game-Based Learning on Students’ Cyber Wellness Literacy, Learning Motivations, and Engagement [PDF]

open access: yes, 2023
The Internet has become an essential part of our daily life, but excessive Internet use may lead to a number of risks such as Internet addiction. In order to protect teenagers from the risks, it is important to guide them to use the Internet in a safe ...
Ke Wang   +6 more
core   +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

Preservice Teachers’ Knowledge and Attitudes toward Digital-Game-Based Language Learning [PDF]

open access: yes, 2022
There is a good body of literature about digital-game-based language learning (DGBL), but research has mainly focused on students as game players rather than as future educators.
Calvo-Ferrer, José Ramón   +3 more
core   +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

Technology Acceptance Model and the Use of Digital Game-Based Learning (DGBL)

open access: yesInternational Research Journal of Electronics and Computer Engineering, 2015
The globalization of information technology has been an agent of changes in almost every aspect of our life especially in the way we learn. The current generation as referred to by Prensky (2001), “digital native”, has been fully influenced by the technology.
Nazirah Binti Mat Sin   +2 more
openaire   +2 more sources

Interactive effects of scaffolding digital game-based learning and cognitive style on adult learners’ emotion, cognitive load and learning performance

open access: yesInternational Journal of Educational Technology in Higher Education, 2023
There has been a little research on emotion, cognitive load, or learning performance for digital game-based learning (DGBL). However, there is still a dearth of research on investigating the interactive effects of scaffolding DGBL and cognitive style on ...
Chi-Cheng Chang, Szu-Ting Yang
doaj   +1 more source

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