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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
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
procedia - social and behavioral sciences 55 ( 2012 ) 1 –...
- Hope, Self-Efficacy, Optimism, and Academic Achievement
‘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
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 · Game-based learning is more than just making games for students to play on the surface; it is also about establishing learning activities that gradually teach subjects and lead users to...
video games influence academic learning, how such video games’ effects are assessed in the education sector, and what recommendations can be made for future research. In this review, we focused on intervention studies in school settings so that we could determine the effect of entertainment video gaming on academic learning.
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.
use of video games in the classroom, and found that use of video games in primary and middle schools is widespread, with 78% of K to Year 8 teachers reporting that they use games to teach within their classrooms.