Results 311 to 320 of about 3,555,569 (351)
Some of the next articles are maybe not open access.
International Journal of Learning Technology, 2014
In teaching, the use of virtual and augmented reality has been on the rise, exploring different means of interaction and student engagement. Based on constructivist pedagogic principles, augmented reality pretends to provide the learner/user with effective access to information through real-time immersive experiences.
Birgit Schmitz +2 more
openaire +2 more sources
In teaching, the use of virtual and augmented reality has been on the rise, exploring different means of interaction and student engagement. Based on constructivist pedagogic principles, augmented reality pretends to provide the learner/user with effective access to information through real-time immersive experiences.
Birgit Schmitz +2 more
openaire +2 more sources
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.
Xinyue Wang, Mengmeng Cheng, Xinfeng Li
semanticscholar +1 more source
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
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
Effects of Game-Based Learning on Students’ Achievement in Science: A Meta-Analysis
Journal of educational computing research, 2022This meta-analysis examines the effects of game-based learning (GBL), compared with traditional instructional methods, on the science achievement of students, ranging from primary school to university.
H. Lei +4 more
semanticscholar +1 more source
A systematic literature review of game-based learning in Artificial Intelligence education
Interactive Learning Environments, 2022In 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
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
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
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
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
Effects of Game-Based Learning on Students’ Critical Thinking: A Meta-Analysis
Journal of educational computing research, 2021As 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
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
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
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
openaire +1 more source
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
openaire +1 more source

