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Encouraging Engagement in Game-Based Learning
International Journal of Game-Based Learning, 2011It is a common misconception that game-based learning is, by its very nature, engaging for the majority of learners. This is not necessarily the case, particularly for learners in Higher Education who may need to be persuaded of the value of learning games.
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Gamification and Game-Based Learning
Research Anthology on Developments in Gamification and Game-Based Learning, 2022Teachers can use game mechanics in a non-game environment (gamification), or they can consider playing a game as an option to learn content. In the first case, adding elements inspired by games to the classroom environment allows teachers to create a ...
Emilio José Delgado-Algarra
semanticscholar +1 more source
2015
Digital games have become an integral part of society. According to the Entertainment Software Association, consumers spent slightly over $21 billion on digital games, hardware, and accessories in 2012 (up from $16 billion in 2011), with 51 % of American households owning a game console (Entertainment Software Association 2014).
Nada Dabbagh +7 more
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Digital games have become an integral part of society. According to the Entertainment Software Association, consumers spent slightly over $21 billion on digital games, hardware, and accessories in 2012 (up from $16 billion in 2011), with 51 % of American households owning a game console (Entertainment Software Association 2014).
Nada Dabbagh +7 more
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2012
A new interest in the use of video games for learning has emerged, and a number of claims are made with respect to the effectiveness of games in education. These educational games are considered as new instructional technology with great potential. The suggested positive outcomes and effects have been mentioned repeatedly.
Sylke Vandercruysse +2 more
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A new interest in the use of video games for learning has emerged, and a number of claims are made with respect to the effectiveness of games in education. These educational games are considered as new instructional technology with great potential. The suggested positive outcomes and effects have been mentioned repeatedly.
Sylke Vandercruysse +2 more
openaire +1 more source
2013
This chapter reviews a rapidly growing body of empirical evidence on the effectiveness of using video and computer games to provide instruction. Evidence of their effectiveness is drawn from existing results and data. The topics covered here are transfer from computer games to external tasks, enhancing cognitive processes, guidance and animated agents,
Sigmund Tobias +2 more
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This chapter reviews a rapidly growing body of empirical evidence on the effectiveness of using video and computer games to provide instruction. Evidence of their effectiveness is drawn from existing results and data. The topics covered here are transfer from computer games to external tasks, enhancing cognitive processes, guidance and animated agents,
Sigmund Tobias +2 more
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Game-based Learning Approach to Cybersecurity
2020 IEEE Global Engineering Education Conference (EDUCON), 2020The inclusion of practical activities to train critical thinking skills is very relevant in the case of Engineering subjects. In particular, it becomes a key element in the context of cybersecurity, as our case is. Therefore, this paper analyses a gambling experience in a cybersecurity subject within a Computer Engineering degree, in order to assess ...
Llanos Tobarra +6 more
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Generative conversations in game-based learning
Proceedings of the 9th international conference on Computer supported collaborative learning - CSCL'09, 2009This study examines a secondary level game-based learning curriculum centered on a multi-player 3D game, in which students collaboratively make sense of phenomena related to the behavior of charged particles in electric and magnetic fields. We study the interaction among the students while they enlist resources in the form of the game and curriculum ...
Lai Har Judy Lee, Yam San Chee
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Game-based Learning Tool for Photography
2020 IEEE REGION 10 CONFERENCE (TENCON), 2020Nowadays, it is convenient to gain new knowledge and skills by learning from the internet. However, some contents may be hard to understand just by reading texts. Photography knowledge is one of those, in which learner may need a large amount of time and cost to practice it.
Napat Romlamduan, Worapan Kusakunniran
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2010
Children and young people today are introduced to the virtual world via video games, and the way that they interact with technology is changing ways of learning and the production of knowledge. The design of a learning environment based on the educational properties of games seems to be an ideal way of increasing learning.
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Children and young people today are introduced to the virtual world via video games, and the way that they interact with technology is changing ways of learning and the production of knowledge. The design of a learning environment based on the educational properties of games seems to be an ideal way of increasing learning.
openaire +1 more source
Learning Styles in Adaptive Games-Based Learning
2014In classroom and online learning, there are benefits derived from delivering learning content in ways that match the student’s learning style. A similar result has also been found in games-based learning (GBL). While the learning contents can be adapted based on the student’s learning style identified by using a learning style questionnaire, it is ...
Mario Soflano +2 more
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