Αποτελέσματα Αναζήτησης
1 Μαΐ 2021 · Video games can act for students as a self-reward scheme. •. Games can have influence on social opportunities and problem-solving skills. The use of video games among both youths and elders has been recognised as a remarkable trend and a global success for the video game companies.
- Hope, Self-Efficacy, Optimism, and Academic Achievement
Research shows that Snyder's (1994) goal-directed hope...
- Leisure Versus Learning-By-Doing
The resulting saddle paths of ξ and q are depicted in Fig. 4...
- Objectives of The Students Use General and Vocational Education Students to Facebook
Since communication and interaction are the top-level in...
- Hope, Self-Efficacy, Optimism, and Academic Achievement
29 Ιουν 2021 · To better support game-based learning, educators and caregivers can: Talk to kids about what they’re playing on their computers. A great starter question is “what have you figured out?” Emphasize skills like persistence or working through frustration.
13 Μαρ 2023 · What are the methodologies and subject areas used within educational video game research in secondary school classrooms? What are the learning outcomes reported by secondary educational video game research?
Engaging Students in the Learning Process with Game-Based Learning: The Fundamental Concepts. Surattana Adipat, Kittisak Laksana, Kanrawee Busayanon, Alongkorn Asawasowan, Boonlit Adipat. Article Info. Article History. Received: 02 February 2021. Accepted: 25 June 2021. Keywords. Game-based learning. Digital games. Technology.
1 Μαΐ 2021 · Video games can act for students as a self-reward scheme. •. Games can have influence on social opportunities and problem-solving skills. Abstract. The use of video games among both youths and elders has been recognised as a remarkable trend and a global success for the video game companies.
27 Απρ 2014 · The review first examines positive aspects of video gaming, such as cognitive benefits and game usage in the subjects of social studies, math, science, language learning, and physical education. Potential barriers and risks associated with video games such as violence, addiction and parental and teacher attitudes, are examined. Finally, the ...
Current research on the use of video games in secondary education is limited, primarily concerned with short-term interventions, and often does not consider wider teaching con-texts. we propose several areas of further research, including methodological implications for the field of video game and educational research. Abbreviations: development.