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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. 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.
- Hope, Self-Efficacy, Optimism, and Academic Achievement
Research shows that Snyder's (1994) goal-directed hope...
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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
2 Νοε 2020 · To complement this missing link, this study explored game-based learning outcomes including academic achievements, problem-solving, and critical thinking abilities, knowledge, learning efficiency, skills, student attitudes, and behaviors.
13 Μαρ 2023 · What are the methodologies and subject areas used within educational video game research in secondary school classrooms? What are the learning outcomes reported by secondary educational video game research?
28 Μαρ 2022 · This paper reviews the two research elements: the instruments used and disciplines done by 21 researchers on the game-based learning approach. The findings show that most studies have...
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
1 Μαΐ 2010 · The results show that students’ preference for using video games in the classroom is affected directly by a number of factors: the perceptions of students regarding the usefulness, ease of use, learning opportunities, and personal experience with video games in general.
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.