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  1. ‘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

  2. 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.

  3. 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?

  4. 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. Given their use in secondary schools, a broad scoping review of the ways that games

  5. 3 Απρ 2013 · Game-based learning may or may not involve ‘educational’ video games (those with an explicit focus on learning and improving attainment) rather than ‘leisure - use’ video games.

  6. 12 Ιαν 2022 · Our review revealed that entertainment video games can be an effective educational tool and are beneficial in almost all academic disciplines, particularly in foreign language and science. However, research on entertainment video gaming’s effects on academic learning is still not extensive enough and remains mostly qualitative.

  7. 6 Σεπ 2019 · This chapter provides an overview of the theories that underpin the notion of game-based learning, from established concepts of constructivism, experiential learning, and mastery, to the more contemporary learning principles that James Paul Gee has shown to be present in video games.