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1 Μαΐ 2021 · Video games can help students to gain academic learning through reducing their stress levels, contextualising game technical terms in the classroom content, as well as acting as a self-reward scheme.
- Hope, Self-Efficacy, Optimism, and Academic Achievement
Research shows that Snyder's (1994) goal-directed hope...
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- Hope, Self-Efficacy, Optimism, and Academic Achievement
13 Μαρ 2023 · With the aim to provide a broad foundational examination of current educational research on video game based learning in secondary classrooms, the research questions addressed by this scoping review were: How are video games currently being used in secondary classrooms?
‘why use video games for educational purposes’ and ‘why it is important to talk about video games’, and pedagogical scenarios of when and how to use video games. This includes using video games in thematic project-based learning, using games to develop students’ literacy and other skills, and how game design offers
29 Ιουν 2021 · Games provide a valuable opportunity to reinforce social emotional learning in addition to academic competencies. Recognize that these games provide children with a chance to build social connections and that during the pandemic, online games have been a major social support.
educational video games is growing, and a recent report indicates that teachers are increasingly using video games in their classroom teaching (Drossel et al., 2017). While previous reviews have explored specific aspects of video games and learning, such as: motivation and engagement
12 Ιαν 2022 · Given entertainment video games’ popularity and benefits on cognition and learning, it seems essential to investigate their practical value further in the education sector and to determine the mechanisms that mediate their effects on academic learning.
Value-added research suggests five promising features to include in educational computer games: modality, personalization, pretraining, coaching, and self-explanation.