Results 261 to 270 of about 121,175 (300)
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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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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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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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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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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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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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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
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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
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Game-Family Learning for Simulation-Based Games
International Joint Conference on Autonomous Agents and Multiagent SystemsMy Ph.D. research introduces an approach to learning families of parametrically related symmetric game instances in both normal-form and Bayesian settings. This approach eliminates the need to model each game instance separately, improving data efficiency and enabling broader exploration of the parameter space.
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