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Showing 1 to 14 of 14 for “"Digital Game-Based Learning"”.

  1. An adaptive model for digital game based learning

    Digital Game-based Learning (DGBL) has the potential to be a more effective means of instruction than traditional methods. However meta-analyses of studies on the effectiveness of DGBL have yielded mixed results. One of the challenges faced in the design and development of effective and motivating …

    cork Repository record for An adaptive model for digital game based learning (opens in a new tab)

  2. Learner Perceptions and Cognitive Outcomes of Digital Game-Based Learning in Mathematics

    Despite the recent popularity of digital game-based learning (DGBL), far too little evidence exists concerning its benefits in mathematics. The purpose of this research study was to: (a) determine whether or not DGBL is a viable tool in helping students to improve achievement in middle school …

    vt Repository record for Learner Perceptions and Cognitive Outcomes of Digital Game-Based Learning in Mathematics (opens in a new tab)

  3. Feedback in Digital Game-Based Learning (DGBL): Influencing Students' Self-Efficacy and Motivation

    As a teaching approach, digital game-based learning (DGBL) has grown in popularity and can positively influence students' motivational perceptions in difficult subjects, such as mathematics. DGBL has the capability to provide immediate feedback to students that can impact their results and …

    vt Repository record for Feedback in Digital Game-Based Learning (DGBL): Influencing Students' Self-Efficacy and Motivation (opens in a new tab)

  4. Digital Game-Based Learning in K-12 Classrooms: Studying Effectiveness and Influential Factors in Instruction

    … and critiqued the current status of K-12 digital game-based learning (DGBL) to determine the implications and limitations of these effectiveness claims, as well as problems when conducting this type of research. In addition, this study explored factors and conditions, beyond the digital

    vt Repository record for Digital Game-Based Learning in K-12 Classrooms: Studying Effectiveness and Influential Factors in Instruction (opens in a new tab)

  5. An Integrative Review of the Conceptualization and Assessment of the Learner Flow Experience in the Digital Game-Based Learning Environment between 2011 and 2021

    … impact of the learner flow experience (LFE) on learning outcomes has been studied for over four decades in a variety of formal and informal instructional settings, including the digital game-based learning (DGBL) environment. Since 2011, the examination of the LFE and its impact on learning

    vt Repository record for An Integrative Review of the Conceptualization and Assessment of the Learner Flow Experience in the Digital Game-Based Learning Environment between 2011 and 2021 (opens in a new tab)

  6. Exploring teachers' perceptions of student motivation to learn through digital game-based learning integration in K–5 classrooms : a qualitative descriptive single case study.

    … Fortunately, emerging research posits that digital game-based learning (DGBL) environments significantly motivate technologically savvy learners (Boeker et al., 2013; Plass et al., 2015; Sung & Hwang, 2013; Wang & Zheng, 2021). Despite the growing popularity of DGBL, teachers' perceptions …

    baylor Repository record for Exploring teachers' perceptions of student motivation to learn through digital game-based learning integration in K–5 classrooms : a qualitative descriptive single case study. (opens in a new tab)

  7. Game on! How video games and game design principles can help to make adult education more engaging for the learner.

    … In doing so it will examine the concepts of digital game-based learning and the "gamificaiton" of adult education and training, in the context of Howard Gardner's theory of multiple intelligences and Paulo Freire's problem-posing approach to education.

    maynooth Repository record for Game on! How video games and game design principles can help to make adult education more engaging for the learner. (opens in a new tab)

  8. Impact of digital games on early reading skills in a developing country context

    Reading is the basic component of learning that constitutes one of the first steps towards educational attainment. Amongst others, some of the pressing issues the developing countries face are lower literacy rates, education quality and access. Pakistan comes under the list of countries with …

    waikato-masters Repository record for Impact of digital games on early reading skills in a developing country context (opens in a new tab)

  9. I remember, at least I think I do : An investigation into emotional memories and our perception of them over time

    … play a large part in the area of education and learning, however there is a lack of understanding in both the implementation of game-based learning and how this information changes over time. Furthermore, there is lack of tools in investigating emotional memories, as many traditional methods …

    uoit Repository record for I remember, at least I think I do : An investigation into emotional memories and our perception of them over time (opens in a new tab)

  10. The integration of a mobile pervasive game in the new employee onboarding process

    … research aimed to determine if adding a digital game to an onboarding process could increase employee satisfaction, socialization, and content retention for new employees. Framed by Deci and Ryan’s (1980) self-determination theory, this study explored two research questions: (a) Is there …

    alabama Repository record for The integration of a mobile pervasive game in the new employee onboarding process (opens in a new tab)

  11. EFFECTS OF CHARACTER VOICE-OVER ON PLAYERS' ENGAGEMENT IN A DIGITAL ROLE-PLAYING GAME ENVIRONMENT

    … of the keys that can lead learners to successful learning in a multimedia learning environment such as digital game-based learning. Regarding this point, game-based learning advocates (e.g., Gee, 2003; Prensky, 2001) have asserted that digital games have great potential to engage learners. …

    siu-theses Repository record for EFFECTS OF CHARACTER VOICE-OVER ON PLAYERS' ENGAGEMENT IN A DIGITAL ROLE-PLAYING GAME ENVIRONMENT (opens in a new tab)

  12. Motivating Students in Game-Based Learning: The Importance of Instructor Teaching Practices

    Game-based learning--using games to achieve learning objectives--represents a promising and increasingly popular means of progressing engineering education's decades-long goal of bringing more evidence-based, active learning pedagogy into the classroom. However, if game-based learning is to …

    vt Repository record for Motivating Students in Game-Based Learning: The Importance of Instructor Teaching Practices (opens in a new tab)

  13. Desenvolvimento e avaliação de modelo pedagógico baseado em jogos metroidvania

    … criar tal artefato e avaliá-lo em contextos de e-learning. O modelo pedagógico desenvolvido e testado, bem como toda a análise e conhecimento gerados aqui, constituem resultados deste trabalho a fim de contribuir com a investigação nessa área ainda tão pouco explorada.

    aberta Repository record for Desenvolvimento e avaliação de modelo pedagógico baseado em jogos metroidvania (opens in a new tab)

  14. Visual Design Aspects of Advanced Digital Multimedia Learning Materials: Effects on Learning and Information Behavior in Case of Primary School Children

    … of information representation in advanced digital multimedia learning materials (ADMLMs) on learning outcomes and information behavior of primary school children (8-11 years old). It consists of three experimental studies in laboratory conditions, each individually focusing on different …

    charles-prague Repository record for Visual Design Aspects of Advanced Digital Multimedia Learning Materials: Effects on Learning and Information Behavior in Case of Primary School Children (opens in a new tab)