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  1. 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.

  2. 26 Ιουν 2023 · Given that the major potential of video game use in education is to improve learning, we advocate that educational research scholarship needs to develop a common foundational approach to defining EVG and associated educational technologies.

  3. 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. Collaborative learning. Abstract.

  4. 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?

  5. 26 Ιουν 2023 · Given that the major potential of video game use in education is to improve learning, we advocate that educational research scholarship needs to develop a common foundational approach to defining EVG and associated educational technologies.

  6. ‘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

  7. This chapter reviews research on how video games have been used in schools and other learning environments and how they impact learning outcomes. This chapter reviews four functions of video games in learning.

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