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  1. 1 Δεκ 2018 · This study aims to explore the design and integration of educationally meaningful video games to enhance students’ problem-solving and planning skills in English oral instruction.

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  2. 2 Ιαν 2018 · Purpose Gamification is the application of game features, mainly video game elements, into non-game context for the purpose of promoting motivation and engagement in learning. The...

  3. 1 Δεκ 2021 · Implications for practice. The present systematic review demonstrates that gamification, serious games and game-based learning provide a high potential for improving affect and motivation, behavior and learning outcomes in various important areas such as education, health, work, or sustainability.

  4. Game-based learning is a method of obtaining new concepts and skills through the use of digital and non-digital games (Grace, 2019). The application of games in education can foster notable improvements in both learning and education outcomes (Kula, 2021; Syafii, 2021).

  5. Gamification and game-based learning have become. primary teaching tools in digital learning environments. It’s no wonder: they represent all that is motivating, from. internal rewards, to teamwork and collegial support, to. the occasional tangible gift once mastery is achieved. The combination of these benefits successfully builds.

  6. Werbach and Hunter (2012) defined it as the use of game design techniques in non-game contexts and added: “basically, any task, assignment, process or theoretical context can be gamified”. Within gamification-related concepts in education and professional training, the term Serious Games can also cause some confusion.

  7. 1 Νοε 2024 · In 2021, the Term gamificationmade its debut in academic computer science journals. There was a period of exponential growth from 2018 to 2021 as at the time this report was written, five (5 ...

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