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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
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- Hope, Self-Efficacy, Optimism, and Academic Achievement
2 Νοε 2020 · Contents. Get access. More. Abstract. While educational games have been increasingly popular in education, insufficient studies have comprehensively reviewed their effectiveness.
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?
1 Ιαν 2024 · An important aspect of this research is that gamification efforts, game design frameworks, and game-based learning systems have the potential to improve student engagement, topic mastery, and knowledge acquisition in higher education.
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.
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 ...