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Evaluating Games-Based Learning
International Journal of Virtual and Personal Learning Environments, 2010A 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
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Computers in Entertainment, 2003
Research published by University of Rochester neuroscientists C. Shawn Green and Daphne Bavelier has grabbed national attention for suggesting that playing "action" video and computer games has the positive effect of enhancing student's visual selective attention.
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Research published by University of Rochester neuroscientists C. Shawn Green and Daphne Bavelier has grabbed national attention for suggesting that playing "action" video and computer games has the positive effect of enhancing student's visual selective attention.
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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
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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
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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
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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
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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
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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
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Game-Based Accounting Learning
International Journal of Information Systems in the Service Sector, 2017Accounting students should enrich themselves with the technical knowledge, critical thinking, and problem-solving skills to be successful in today's competitive environment. To reach these objectives, they should be highly engaged and motivated in the learning process.
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Digital Game-Based Learning: Learning with Games
2016This chapter on game-based learning and the next on game-based pedagogy form the foundation on which the remainder of the book is built.
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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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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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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
openaire +1 more source

