Results 41 to 50 of about 619 (198)
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
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]
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]
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]
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
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
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
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
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
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

