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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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2 Νοε 2020 · Abstract. While educational games have been increasingly popular in education, insufficient studies have comprehensively reviewed their effectiveness.
Game-based learning is a method of obtaining new concepts and skills through the use of digital and non-digital games (Grace, 2019). The application of games in education can foster notable improvements in both learning and education outcomes (Kula, 2021; Syafii, 2021).
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.
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?
Gamification, defined as the integration of videogame components to promote a gameful experience, is increasingly being implemented in education with the aim of enhancing students' engagement and motivation.
Cognitive consequences research suggests two promising approaches to cognitive training with computer games: using first-person shooter games to train perceptual attention skills and using spatial puzzle games to train two-dimensional mental rotation skills.