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Review of Educational Research, 2023
Digital game-based learning (DGBL) interventions can be superior to traditional instruction methods for learning, but previous meta-analyses covered a huge period and included a variety of different target groups, limiting the results’ transfer on ...
Nathalie Barz +3 more
semanticscholar +1 more source
Digital game-based learning (DGBL) interventions can be superior to traditional instruction methods for learning, but previous meta-analyses covered a huge period and included a variety of different target groups, limiting the results’ transfer on ...
Nathalie Barz +3 more
semanticscholar +1 more source
Language Teaching, 2023
Learning pragmatics involves learning linguistic forms and their communicative functions as well as the context where the form-function relationships are realized. Given its socially grounded, context-sensitive nature, pragmatics may be best learned in a
Naoko Taguchi
semanticscholar +1 more source
Learning pragmatics involves learning linguistic forms and their communicative functions as well as the context where the form-function relationships are realized. Given its socially grounded, context-sensitive nature, pragmatics may be best learned in a
Naoko Taguchi
semanticscholar +1 more source
Second language (L2) gains through digital game-based language learning (DGBLL): A meta-analysis
Language Learning & Technology, 2022Studies on digital game-based language learning (DGBLL) have increased in numbers, creating a pool of studies that can be meta-analyzed to measure the overall effect of digital gaming on second language (L2) development. The current meta-analysis targets
Dan Dixon, Tülay Dixon, Eric Jordan
semanticscholar +1 more source
International Journal of Game-Based Learning, 2011
Digital Games are becoming a new form of interactive content and game playing provides an interactive and collaborative platform for learning purposes. Collaborative learning allows participants to produce new ideas as well as to exchange information, simplify problems, and resolve the tasks.
Paul Pivec, Maja Pivec
openaire +1 more source
Digital Games are becoming a new form of interactive content and game playing provides an interactive and collaborative platform for learning purposes. Collaborative learning allows participants to produce new ideas as well as to exchange information, simplify problems, and resolve the tasks.
Paul Pivec, Maja Pivec
openaire +1 more source
2022 International Conference on Sustainable Computing and Data Communication Systems (ICSCDS), 2022
As a novel framework in classroom teaching, digital games have gained traction. Anyone can play online games, that eventually ascribe potential for large-scale classroom instruction.
Ashraf Alam
semanticscholar +1 more source
As a novel framework in classroom teaching, digital games have gained traction. Anyone can play online games, that eventually ascribe potential for large-scale classroom instruction.
Ashraf Alam
semanticscholar +1 more source
International Journal of Mental Health Nursing, 2021
Nowadays, weight gain and obesity are major health-threatening issues for children. Emotional eating, a negative health condition that can lead to obesity in children, is a defence mechanism for coping with negative emotions.
Nuray Caner, D. Evgi̇n
semanticscholar +1 more source
Nowadays, weight gain and obesity are major health-threatening issues for children. Emotional eating, a negative health condition that can lead to obesity in children, is a defence mechanism for coping with negative emotions.
Nuray Caner, D. Evgi̇n
semanticscholar +1 more source
Interactive Learning Environments, 2022
This quasi-experimental study examined the effects of digital game-based learning (DGBL) on elementary-school students’ Chinese language learning, self-efficacy and attention. In total, 126 fourth-graders participated in the study for 6 weeks.
Ya-Ting Yu, Mengping Tsuei
semanticscholar +1 more source
This quasi-experimental study examined the effects of digital game-based learning (DGBL) on elementary-school students’ Chinese language learning, self-efficacy and attention. In total, 126 fourth-graders participated in the study for 6 weeks.
Ya-Ting Yu, Mengping Tsuei
semanticscholar +1 more source

