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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.
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- Objectives of The Students Use General and Vocational Education Students to Facebook
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29 Ιουν 2021 · How to recognize video games that engage kids of all ages in learning. Posted June 29, 2021. By Emily Boudreau. Learning Design and Instruction. Technology and Media. Parents and educators alike may wonder why a child can spend hours playing Minecraft but can’t engage with an app that runs through multiplication facts with the same focus.
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?
Engaging Students in the Learning Process with Game-Based Learning: The Fundamental Concepts. Surattana Adipat, Kittisak Laksana, Kanrawee Busayanon, Alongkorn Asawasowan, Boonlit Adipat. Article Info. Article History. Received: 02 February 2021. Accepted: 25 June 2021. Keywords. Game-based learning. Digital games. Technology.
17 Μαρ 2022 · The findings suggest that digital games are a promising pedagogical method in STEM education that effectively improves learning gains. Additionally, the study concludes with three recommendations for future research and practices on digital games in STEM education. Introduction.
11 Ιουλ 2008 · This article provides a practical rationale for and experiences with integrating video games into the K–20 (kindergarten through graduate school) curriculum. Discover the world's research...
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.