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  1. 1 Μαΐ 2021 · Language and learning in a games setting fits well with how the human mind is built to learn and think; schools sometimes do the opposite. Video games are, like literacy and computers, a new way to engage students in deep and engaged learning. Computer and video games can help children to perform better at school.

  2. 2 Νοε 2020 · While educational games have been increasingly popular in education, insufficient studies have comprehensively reviewed their effectiveness.

  3. 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).

  4. 26 Ιουν 2023 · Defining Video Games in Education. The issue of video game definition becomes more complex within the field of education research. In the last 20 years, research concerning video games in education has dramatically increased and has resulted in a plethora of game-based research areas.

  5. 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?

  6. 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.

  7. 26 Ιαν 2021 · Using commercial video games in school teaching allows teachers to develop students’ media literacy, a key topic of formal education ( Squire, 2008) and a cross-sectional and cross-curricular goal relevant to all teachers.