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Is mobile game-based learning effective for international adults learning Maltese?
The EULALIA (Enhancing University Language courses with an App powered by game-based learning and tangible user interface activities) project aimed to enhance the learning methodologies of four university language courses for Erasmus students in Italy ...
Jacqueline Żammit
doaj +1 more source
The Colectyng Model for the Evaluation of Game-Based Learning Activities
Games and/or play are often used in educational context as mediation. The resulting teaching or training activities are however difficult to assess. To set up a model to allow evaluating these activities, we choose to enrich an existing grid, that was developed in 2006 by Sara de Freitas and Martin Oliver, centered on pedagogical considerations.
Taly, Antoine +2 more
openaire +1 more source
Video game addiction: past, present and future [PDF]
Gaming addiction has become a topic of increasing research interest. The last decade has witnessed a significant increase in the number of empirical studies examining various aspects of problematic video game play and video game addiction.
Kuss, DJ +5 more
core +1 more source
Game-based Learning: Acquiring Supply Chain Management Skills Through Playing Computer Games
Computer games can support university teaching by promoting strategic, planning, and networked thinking. Especially in supply chain management, many processes require coordination, effects of actions need to be predicted, and decisions are made under ...
Rieck, Julia +2 more
core +1 more source
Game-based Teaching Methodology for Active and Informal Learning
ABSTRACT It is difficult to keep learners engaged in the classroom. Teachers need to innovate new ways to keep them active. The most common pedagogic methods require learners to be familiar with course terminologies and phrases. They may even require indepth knowledge of the concepts at times.
Dr. Anagha Kulkarni +2 more
openaire +1 more source
Observation of Collaborative Activities in a Game-Based Learning Platform
The work reported here takes place in the educational domain. Learning with Computer-Based Learning Environments changes habits, especially for teachers. In this paper, we wish to demonstrate through examples how learning sessions set up in a Game-Based Learning environment may be regulated by the teacher thanks to observation facilities.
Marty, Jean-Charles, Carron, Thibault
openaire +2 more sources
Game-based learning environments affect frontal brain activity
Inclusion of game elements in learning environments to increase motivation and learning outcome is becoming increasingly popular. However, underlying mechanisms of game-based learning have not been studied sufficiently yet. In the present study, we investigated effects of game-based learning environments on a neurofunctional level.
Silvia Erika Kober +4 more
openaire +6 more sources
COLLABORATIVE GAMING APPROACH IN ONLINE LEARNING TO IMPROVE STUDENTS’ ENGAGEMENT
Due to the COVID-19 pandemic, students in Indonesia were required to study from home for about the past two years. It affected learning activities that made students less engaged.
Anita Carolin, Alies Poetri Lintangsari
doaj +1 more source
Extended Reality (XR) Engines for Developing Gamified Apps and Serious Games: A Scoping Review
Extended Reality (XR) is an emerging technology that enables enhanced interaction between the real world and virtual environments. In this study, we conduct a scoping review of XR engines for developing gamified apps and serious games. Our study revolves
Humberto Marín-Vega +4 more
doaj +1 more source
Game-Based Learning in Pharmacy Education
Game-based learning (GBL) involves adding game elements to non-game activities to encourage engagement. Pharmacy curricula are required to incorporate active learning to meet accreditation standards.
Julie H. Oestreich, Jason W. Guy
doaj +1 more source

