Results 41 to 50 of about 619 (198)

A Framework for Applying Sequential Data Analytics to Design Personalized Digital Game-Based Learning for Computing Education

open access: yesEducational Technology & Society, 2023
In this study, we have proposed and implemented a sequential data analytics (SDA)-driven methodological framework to design adaptivity for digital game-based learning (DGBL).
Zhichun Liu, Jewoong Moon
doaj   +1 more source

Alignment of a digital watershed and land use game to national education standards

open access: yesNatural Sciences Education, Volume 49, Issue 1, 2020., 2020
Abstract Digital games, especially simulations, have supported student learning outcomes in the areas of science and agriculture in classrooms and nonformal settings. Simulations contribute robustly to student achievement in science, technology, engineering, and mathematics (STEM), and agriculture content areas, especially when they are aligned with ...
Katelyn Anderson   +4 more
wiley   +1 more source

Effect of Application of Digital Game-Based Teaching Method versus Traditional Method on Nursing Students' Performance Regarding Electrocardiogram Procedure [PDF]

open access: yesTanta Scientific Nursing Journal
Background: The integration of digital game-based learning (DGBL) intonursing education offers innovative opportunities to enhance both theoreticalknowledge and practical competencies.
Mariam El Shafaey   +3 more
doaj   +1 more source

A STUDY ON THE RELATIONSHIP BETWEEN GAME-BASED LEARNING AND SECONDARY SCHOOL STUDENTS’ MATHEMATICS ACHIEVEMENT IN SMK KOMPLEKS GONG BADAK [PDF]

open access: yesMalaysian Journal of Computing
Digital game-based learning (DGBL) is an instructional method that incorporates educational content or learning principles into video games with the aim of engaging learners.
Nur Sajidah Che Mansor   +1 more
doaj   +1 more source

Digital Game-Based Learning and Serious Games in Physician Assistant Education [PDF]

open access: yes, 2021
Physician assistant educators continuously strive and seek innovative solutions to improve education opportunities and student learning experiences for their adult learners.
Compagnone, Agnes
core   +1 more source

Digital Game-Based Learning in Russia: conceptual model for implementation and methodological support

open access: yesRussian Journal of Education and Psychology
Background. In the context of the digital transformation of Russian education, there is a growing demand for digitally mediated learning solutions that deliver not only engagement but also measurable learning outcomes.
Dmitry A. Belyaev, Andrey N. Zadvornov
doaj   +1 more source

I DiG STEM: A Teacher Professional Development on Equitable Digital Game-Based Learning

open access: yesEducation Sciences, 2023
Digital game-based learning (DGBL) has the potential to promote equity in K–12 STEM education. However, few teachers have expertise in DBGL, and few professional development models exist to support teachers in both acquiring this expertise and advancing ...
Anthony Muro Villa   +2 more
doaj   +1 more source

Penerapan Media Pembelajaran Game Matematika Berbasis Hots dengan Metode Digital Game Based Learning (DGBL) di Sekolah Dasar

open access: yesJurnal Pendidikan Indonesia, 2021
Latar Belakang: Dampak kurangnya semangat belajar siswa dalam pelajaran Matematika mengakibatkan terhambatnya keterampilan berhitung dan bernalar. Hambatan tersebut tentunya mempengaruhi proses belajar siswa. Siswa yang tidak memiliki semangat belajar akan mengalami penurunan kemampuan hasil belajar.
Hayu Ika Anggraini   +2 more
openaire   +2 more sources

On Gamification in the Context of Education: A Systematic Review and Evaluation Framework

open access: yesComputer Applications in Engineering Education, Volume 34, Issue 3, May 2026.
ABSTRACT The application of gamification techniques in education is becoming increasingly common across different educational stages and disciplines. However, the widespread acceptance of their benefits leads to their implementation without verifying whether these benefits occur, what they are, and to what extent.
Javier Muñoz‐Calle   +3 more
wiley   +1 more source

From Blocks to Artefacts: Exploring the Potential of Minecraft Education Edition in Archaeological Pedagogy

open access: yesJournal of Computer Assisted Learning, Volume 41, Issue 3, June 2025.
ABSTRACT Background In the dynamic landscape of higher education, innovation through gamification has emerged as a successful approach to enhance student learning and motivation. Archaeological studies have particularly benefited from innovative pedagogy, as traditional teaching methods often struggle to engage younger generations. Aims To evaluate the
Joaquín Jiménez‐Puerto   +1 more
wiley   +1 more source

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