Results 51 to 60 of about 1,811 (188)

A systematic literature review of methodology used to measure effectiveness in digital game-based learning [PDF]

open access: yes, 2013
In recent years, a growing number of studies is being conducted into the effectiveness of digital game-based learning (DGBL). Despite this growing interest, however, it remains difficult to draw general conclusions due to the disparities in methods and ...
All, Anissa   +2 more
core  

Fostering Creativity Through Game‐Based Approaches: A Scoping Review

open access: yesThe Journal of Creative Behavior, Volume 59, Issue 1, March 2025.
ABSTRACT Given the increasing emphasis on game‐based approaches (GBAs) and the critical importance of cultivating creativity, there is an urgent need for a comprehensive examination of this emerging interdisciplinary field. The present study employs a scoping review methodology to provide an overview of the existing research that utilized GBAs as a ...
Zhitian Skylor Zhang   +5 more
wiley   +1 more source

Pengembangan Platform Metaversity Berbasis Digital Game-Based Learning Studi Kasus: Pembelajaran Bahasa Inggris

open access: yesINSERT, 2023
Pembelajaran bahasa merupakan proses yang melibatkan empat keterampilan bahasa yaitu mendengarkan, berbicara, membaca, dan menulis. Salah satu permasalahan dalam pembelajaran bahasa adalah kecemasan berbahasa yang mengacu kepada perasaan tegang saat ...
Rickman Roedavan   +2 more
doaj   +1 more source

Pre-test session impact on the effectiveness assessment of a fire safety game [PDF]

open access: yes, 2015
In recent years, critiques have been formulated regarding current evaluation methods of DGBL (digital game-based learning) effectiveness, putting the validity of certain results in doubt.
All, Anissa   +3 more
core  

Impact of Gamification on Student Engagement and Behavior Moderated by Public Policy in Higher Education Institutions

open access: yesHuman Behavior and Emerging Technologies, Volume 2025, Issue 1, 2025.
This study investigates the impact of gamification on student engagement moderated by public policy in higher education. The psychological perspective of student engagement refers to the deep involvement of students in learning and acquiring knowledge. There are three dimensions of student engagement: cognitive, emotional, and behavioral.
Tayyaba Zia   +3 more
wiley   +1 more source

PEMBANGUNAN GAME UNTUK MEDIA PENGENALAN TATA BAHASA SUNDA (Studi Kasus : SD Negeri Sukarasa 1 Bandung) [PDF]

open access: yes, 2018
Upaya pelestarian kebudayaan daerah dalam bentuk game (game edukasi) sebagai media pembelajaran merupakan alternatif diharapkan efektif untuk diterapkan.
Agung Imam Syahputra, 12.304.0382
core  

Faith in Frames: Constructing a Digital Game‐Based Learning Framework for Religious Education

open access: yesTeaching Theology &Religion, Volume 27, Issue 4, Page 137-154, December 2024.
ABSTRACT This paper discusses the potential of DGBL to facilitate transformation in the context of religious education, arguing for the fact that it is immersive, interactive, and experiential. The paper outlines how this could substantially provide a more engaging learning environment for students, develop critical thinking, and ensure effective ...
Christos Papakostas
wiley   +1 more source

Can digital games ease cognitive load? A systematic review and meta-analysis in mathematics learning

open access: yesJurnal Math Educator Nusantara: Wahana Publikasi Karya Tulis Ilmiah di Bidang Pendidikan Matematika
Mathematics learning often burdens students' cognitive capacity, hindering their understanding of concepts and mastery of the material. Digital Game-Based Learning (DGBL) offers a promising approach to address this challenge, but its effectiveness ...
Seftia Kusumawardani   +2 more
doaj   +1 more source

IMPLEMENTASI PENGGUNAAN MEDIA DIGITAL GAMES BASED LEARNING DALAM MENINGKATKAN MOTIVASI BELAJAR DAN KETERAMPILAN TEKNIK DASAR SEPAKBOLA [PDF]

open access: yes, 2017
Tujuan dari penelitian ini adalah untuk mengetahui dan menguji pengaruh impelementasi penggunaan media Digital Games Based Learning (DGBL) terhadap motivasi belajar dan keterampilan teknik dasar sepakbola siswa kelas VII SMPN 1 Cisarua.
Kartikawati, Ika
core  

Employee Qualification by Digital Learning Games [PDF]

open access: yes, 2017
Global competition and individual customer requirements generate challenges for manufacturing companies. To cope with these challenges, companies require an increased level of flexibility.
Bellmann, Vivian   +3 more
core   +2 more sources

Home - About - Disclaimer - Privacy