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Evaluating Games-Based Learning

International Journal of Virtual and Personal Learning Environments, 2010
A highly important part of software engineering education is requirements collection and analysis, one of the initial stages of the Software Development Lifecycle. No other conceptual work is as difficult to rectify at a later stage or as damaging to the overall system if performed incorrectly.
Thomas Hainey, Thomas M. Connolly
openaire   +1 more source

GAME-BASED LEARNING:

2011
Whilst biofeedback video games are still new to AD/HD treatment options, this Chapter demonstrates that with children growing up in a technologically advanced world, it is not surprising that the prospect of learning relaxation skills to clear the mind, and calm anxiety or frustration, and receive treatment through a video game would increase a child’s
Patrick Felicia, Simon Egenfeld-Nielsen
openaire   +2 more sources

Game‐based learning in dental education

Journal of Dental Education, 2023
AbstractPurposeThe incorporation of interactive elements using technology increases student enjoyment and classroom learning effectiveness. This study investigated the usage of an online gamification platform in the dental school environment and compared game‐based learning attitudes among students in different stages of their 4‐year training program ...
Linh M, Nguyen   +2 more
openaire   +2 more sources

A systematic literature review of game-based learning in Artificial Intelligence education

Interactive Learning Environments, 2022
In recent years, Game-Based Learning (GBL) has been widely adopted in various educational settings. This paper aims to review empirical studies that adopt GBL in the field of AI education and explore its future research perspectives.
Zehui Zhan   +3 more
semanticscholar   +1 more source

Game-based learning in undergraduate nursing education: A systematic review of mixed-method studies.

Nurse Education in Practice, 2022
AIM To investigate game-based learning in nursing education and summarize findings of its impact on nursing students' learning outcomes. BACKGROUND Nurses are the first point of contact for care and make up the largest proportion of the global health ...
Emine Kuruca Ozdemir, L. Dinç
semanticscholar   +1 more source

Effects of Game-Based Learning on Students’ Critical Thinking: A Meta-Analysis

Journal of educational computing research, 2021
As past studies showed mixed results, this meta-analysis determined game-based learning’s overall effect on students’ critical thinking and tested for moderators, using 21 effect sizes from 20 empirical studies of 1,947 participants.
Weijie Mao, Yunhuo Cui, M. Chiu, H. Lei
semanticscholar   +1 more source

Game-Based Learning

2021
The continuous growth in the development of interactive technologies has lighted up the game-based learning applications. The game-based learning applications motivate the students to enhance their knowledge and improve the overall student learning experience. Learning with fun and entertainment is the prime aspect of any interactive platform.
Pankaj Dadure   +2 more
openaire   +1 more source

Applying game-based learning in primary education: a systematic review of journal publications from 2010 to 2020

Interactive Learning Environments, 2022
Play is crucial to children’s development. With the prevalent use of digital technologies, children and young adults are seen playing games more often and longer on digital devices. How should teachers capitalize the advantages of games in class, without
X. Guan   +4 more
semanticscholar   +1 more source

Game-Based Learning

2019
In diesem Kapitel wird dargestellt, wieso sich Spiele fur den Einsatz in der Hochschullehre eignen. Es gibt eine Ubersicht daruber, mit welchen anderen Lernprinzipien Game-based Learning verbunden ist und welche Arten von Spielen fur welche Lernziele geeignet sind. Drei Beispiele aus diesem Buch werden aufgegriffen und in diesen Kontext eingeordnet.
Christian Kettler, Simone Kauffeld
openaire   +2 more sources

The effects of digital game-based learning on children’s Chinese language learning, attention and self-efficacy

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

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