Global ETD Search
Search theses and dissertations gathered from participating repositories worldwide. Every result links back to the library that holds it. No account is needed.
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Showing 1 to 20 of 71 for “"game-based learning"”.
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Game Based Learning in Middle School
Games can be found in nearly every aspect of human society. They come in many forms such as game shows, sports, computer games, and more. For adults and students alike, games are a source of fun and entertainment, but also a way to socialize with the people around them. Many students don’t see …
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Multimodal game-based learning in Post-Secondary Education
… engagement. That opportunity is multimodal game-based learning (MGBL): classroom instruction through a combination of games and multiple modalities of information. Using today’s 3D systems and virtual reality tools, this concept can be explored to depths never before possible. The aim of …
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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 …
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Student engagement in game-based learning : a literature review
… toward employing student-centered strategies. Game-based learning is not a new concept and has been adopted in both private and public schools. Although previous studies found that game-based learning is a sound strategy to engage learners, further research is needed to understand how …
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Game-Based Learning to Promote Complex Problem-Solving Capabilities
L'abstract è presente nell'allegato / the abstract is in the attachment
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Game-Based Learning to Promote Complex Problem-Solving Capabilities
… CPS processes can be promoted only in specific learning environments that simulate the uncertainty, unpredictability and uncontrollability of dynamic complex systems. Games can function as CPS learning environments because of their potential to (a) simulate authentic CPS dynamics in realistic …
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A Client-Server Architecture for Collection of Game-based Learning Data
… devices. One of the key materials is digital-based educational games. These games merge education with digital games to maximize engagement while somewhat obfuscating the learning process. The effectiveness is generally measured by assessments, either after or during gameplay, in the form of …
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Innovations in Game-based Learning: How Lead Users Created Minecraft: Education Edition
… users, I apply lead user research methods to the game-based learning (GBL) market to determine if lead users play a major role in developing functionally significant innovations in a specific GBL product, Minecraft: Education Edition. I find that lead users (teachers) are in fact the originators …
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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 …
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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 …
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Towards motivation modelling within a computer game based learning environment: an empirical study
… how to model a student’s motivation when using a learning environment. Currently, this is considered as an important topic since a) motivation is regarded as key to successful learning by educationalists, b) those building computer-based learning environments are attempting to design in features …
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Comparison of a Video Game Based Learning Environment and a Traditional Learning Environment
… a normal classroom environment. Simulations and games have been used in both the past and the present by the military and the government to teach and fine tune desired skills (Balci, Bertelrud, Esterbrook, & Nance, 1997). Video games and simulations give the learner a chance to apply their …
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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 …
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Gamification: Game-based Learning / Serious Games and 21st Century Soft Skill Development in Nursing Education
… of 21st century skills through gamification, game-based learning (GBL), and serious games in nursing education in institutions of higher education in the United States. This paper reviews the history of gamification in nursing pedagogy through three domains of research. It includes an overview …
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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 game, that …
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A study into the characteristics of game-based learning software that appeal to 11-14 year old girls
… also explored the use of digital educational games to engage more girls with computer science. The limitation with these technological initiatives lie in their inability to engage as the many girls as boys, which is reflective of the situation that we see with digital entertainment games. …
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Towards a social constructivist game-based learning model: a case of using digital games in sports studies in South Africa
… this study is to develop a social-constructivist game-based learning model, by critically exploring the production and reproduction of cross-cultural interactions, using emerging technologies in sport studies. Game-based learning is regarded as a promising vehicle to facilitate students' active …
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Antecedents to the effectiveness of game-based learning environments for the Net generation: A game task fit and flow perspective
Purpose: There is a general consensus that games are effective as learning tools. There is however, a lack of knowledge regarding what makes games effective as a learning tool. The purpose of this study is therefore to answer the question: what are the antecedents of an effective game-based …
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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 …
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