Results 291 to 300 of about 1,162,361 (331)
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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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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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The Game of Game-Based Learning
2022Games have been an inevitable part of education since the beginning. They have indescribably transformed the educational landscape with a higher emphasis on the learner-centric pedagogy. The educational games can be considered to be a contemporary manifestation of these centuries' old philosophies and practices aimed at imparting strategic and tactical
Reena Raj +4 more
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MOBILE GAME-BASED SEAMLESS LEARNING
EDULEARN proceedings, 20168th International Conference on Education and New Learning Technologies (EDULEARN) -- JUL 04-06, 2016 -- Barcelona ...
Eby, G., Kaçmaz, O.
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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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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
Game-Based Cooperative Learning
2021Many cooperative learning strategies involve game-based mechanics, wherein students are split into teams and participate in fun, engaging academic activities. The current chapter discusses game-based cooperative learning strategies such as Teams-Games-Tournaments, with a particular emphasis on how to select students for teams, whether to include ...
Elizabeth B. McCallum +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
openaire +1 more source
Computers in the Schools, 2014
This special issue of Computers in the Schools focuses on digital game-based learning. Gaming has grown in popularity and become a defining characteristic of young learners.
William A. Sadera +3 more
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This special issue of Computers in the Schools focuses on digital game-based learning. Gaming has grown in popularity and become a defining characteristic of young learners.
William A. Sadera +3 more
openaire +1 more source

