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  1. 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.

  2. 2 Νοε 2020 · Future research should highlight learning analytics and data mining techniques of educational game-based learning and try to find out solutions to address various problems to improve the effectiveness of educational games.

  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. 28 Μαρ 2022 · Games are increasingly becoming common in learning environments, and to match the requirements of developing a course as a game, a variety of technologies have been developed. Besides...

  5. A scoping review of recent literature focusing on video games in secondary classrooms pub-lished between 2010 and 2020 was conducted. in total, 3110 studies were identified in the initial search, 85 of which were retained after screening.

  6. 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.

  7. 1 Ιαν 2024 · open access. Highlights. •. A systematic review analyzed 33 articles from Scopus & PubMed using PRISMA framework. •. Gamification boosts student motivation, mastery, and learning across systems and frameworks. •. This study emphasises continuous monitoring for data-driven decisions in tech-enabled learning. •.