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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...
- Leisure Versus Learning-By-Doing
1.. IntroductionThis paper tackles the problem of the...
- Objectives of The Students Use General and Vocational Education Students to Facebook
procedia - social and behavioral sciences 55 ( 2012 ) 1 –...
- Hope, Self-Efficacy, Optimism, and Academic Achievement
1 Φεβ 2012 · In this review the learning effects of educational games are studied in order to gain more insights into the conditions under which a game may be effective for learning. A systematic...
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?
28 Μαρ 2022 · This paper reviews the two research elements: the instruments used and disciplines done by 21 researchers on the game-based learning approach. The findings show that most studies have...
6 Ιουλ 2021 · Can immersive Virtual Reality (VR) games and applications be effective in learning? How can games be used to teach complicated subjects such as mathematics? How relevant are video games...
1 Ιαν 2021 · The purpose of this paper is to determine whether video games could really improve cognitive skills and decision-making; and which video games genre affect which cognitive skills. The authors assess previous experiments related to video games and cognitive skills.
The purpose of this scoping review is to identify the uses, methodologies, concepts, and learning outcomes of educational research on video game based learning in secondary classrooms. It fills a gap within the current literature field, by focusing exclusively on video game use in secondary classrooms.