Results 51 to 60 of about 619 (198)
Rough Set Theory Based Fuzzy TOPSIS on Serious Game Design Evaluation Framework
This study presents a hybrid methodology for solving the serious game design evaluation in which evaluation criteria are based on meaningful learning, ARCS motivation, cognitive load, and flow theory (MACF) by rough set theory (RST) and experts’ selection.
Chung-Ho Su +3 more
wiley +1 more source
Towards Digital Game-Based Learning (DGBL) in Higher Education (HE): The Educators’ Perception [PDF]
There are widespread of Digital Game-based Learning (DGBL) applications or computer games (CG) utilization in various areas including education sector.
Ariffin, Mazeyanti M
core +1 more source
The increasing integration of digital technologies into education has encouraged the use of Digital Game-Based Learning (DGBL) to enhance students’ engagement and mathematical understanding; however, research on incorporating cultural contexts into DGBL ...
Zea Zisman Usman +3 more
doaj +1 more source
Digital game-based learning (DGBL) and Gamification are emerging methodological strategies in education. This research aims to analyze the effects on academic performance and motivation after an experience combining DGBL and Gamification in university ...
Rubén Camacho-Sánchez +2 more
doaj +1 more source
Abstract Minecraft is a popular digital game‐based learning (DGBL) tool used in learning environments around the world. With increasing emphasis on evidence‐informed practice and policymaking in educational systems, this paper systematically reviews the evidence base behind the use of Minecraft in improving academic, cognitive, motivational‐affective ...
Eadaoin J. Slattery +4 more
wiley +1 more source
Good luck have fun: The need for video game pedagogy in teacher education
Abstract In education, the shift to emergency remote teaching found teachers working to increase student engagement in the online environment while still relying on face‐to‐face pedagogical approaches in the absence of sufficient Professional Development opportunities (DeCoito & Estaiteyeh, 2022).
Tasha Richardson
wiley +1 more source
Image1_eLuna: A Co-Design Framework for Narrative Digital Game-Based Learning that Support STEAM.TIF [PDF]
STEAM education enables the cross-curricular study of subjects based on their naturally occurring relationships through holistic and integrated methods. Narratives are enablers of STEAM learning environments, something that is evident in the exploration ...
Fredrik Breien (11946155) +1 more
core +1 more source
Mathematics learning at the Madrasah Ibtidaiyah level still faces various challenges, such as students' lack of understanding of basic mathematical concepts and their low motivation in following lessons.
Ahmad Syaripudin +2 more
doaj +1 more source
DIGITAL GAME-BASED LEARNING MODEL AS AN EDUCATIONAL APPROACH
Today, the rapid development of technology has also affected the existing learning processes. In addition, this development has made it necessary for children to develop skills by the needs of the 21st century.
Şule KAVAK
doaj +1 more source
Fostering Creativity Through Game‐Based Approaches: A Scoping Review
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

