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Technology, Pedagogy and Education, 2021
In this study, gamification with game-based activities was implemented in an undergraduate information technologies course in a university. While the qualitative results of this mixed methods revealed what aspects of gamification supported students ...
Semra Fiş Erümit, T. Yılmaz
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In this study, gamification with game-based activities was implemented in an undergraduate information technologies course in a university. While the qualitative results of this mixed methods revealed what aspects of gamification supported students ...
Semra Fiş Erümit, T. Yılmaz
semanticscholar +1 more source
HANDS-ON AND GAME-BASED ACTIVITIES FOR TEACHING MATH IN PRISON
EDULEARN Proceedings, 2022In this paper we present two experiences of use of hands-on and game-based activities that can help math teachers to improve inmate students' self-esteem and to promote participation and integration through the proposal of rewarding intellectual activities.
Anna Letizia La Fortuna +2 more
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Game-Based IT Solutions for Active and Healthy Aging
2014Game-based approaches can be used to support traditional intervention schemes which enable older adults in staying active & healthy for a longer time. These techniques are especially useful as they improve the motivation of the users and thus help to improve the effectiveness of the intervention.
Mario Drobics, Stuart Smith
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Teaching and Learning Computational Thinking Through Game-Based Learning: A Systematic Review
Journal of educational computing research, 2023Computational thinking (CT) is considered a fundamental skill that everyone in the 21st century should have. Game-based learning (GBL) may be used to teach CT, and it’s necessary to clarify how to design and implement game-based CT teaching.
Xin-Yue Wang +2 more
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Game-Based Learning for Students’ Computational Thinking: A Meta-Analysis
Journal of educational computing research, 2023Computational thinking (CT) education has drawn increasing attention from educators and researchers. This study conducted a meta-analysis of 27 empirical studies to examine the effectiveness of game-based learning (GBL) for fostering students’ CT.
Jingsi Ma +4 more
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An efficient framework for game-based learning activity
2017 IEEE 6th International Conference on Teaching, Assessment, and Learning for Engineering (TALE), 2017The implementation of game-based activities for classroom learning is not a direct process. There is a need to address the factors that could contribute to student willingness in learning in such environment and providing a reliable metric to measure their actual engagement after the learning activity.
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Encouraging physical activity with a game-based mobile application: FitPet
2015 IEEE Games Entertainment Media Conference (GEM), 2015Wearable trackers and mobile applications can facilitate self-reflection of doing physical activity. The gamification process incorporates game design elements with persuasive systems in order to encourage more physical activities. In this paper, the design of a mobile game, FitPet, is introduced.
Xin Tong 0004 +3 more
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Understanding Teachers' Design Thinking in Designing Game-Based Activities
2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI), 2018There is a need to reframe teachers' roles from content area experts to that of learning experience designers because of 21st century teaching challenges. As learning experience designers, teachers help students develop 21st century competencies via guided cognitive and social participation in designed learning activities such as games and gamified ...
Mingfong Jan, Wan-Lin Yang
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Classroom implementation of a games-based activity on astronomy in higher education
Proceedings of the 12th International Conference on the Foundations of Digital Games, 2017The use of games-based learning to support science education affords students the opportunity to explore new and inaccessible worlds. However, teaching undergraduate non-science majors about astrophysics is complicated due to the scientific intricacies associated with the field.
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British Journal of Educational Technology
Recently, alternate reality games (ARGs) have been applied in museum learning to encourage learners' active engagement through playful problem‐solving activities.
Hsin-Yi Liang +3 more
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Recently, alternate reality games (ARGs) have been applied in museum learning to encourage learners' active engagement through playful problem‐solving activities.
Hsin-Yi Liang +3 more
semanticscholar +1 more source

