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  1. This includes using video games in thematic project-based learning, using games to develop students’ literacy and other skills, and how game design offers plenty of learning opportunities for children and young people. The handbook also highlights how video games can support inclusive education and what teachers need to do to counter some of the

  2. What are the psychological foundations of game-based learning? We argue in this article that games are a complex genre of learning environments that cannot be understood by taking only one perspective of learning.

  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. 15 Μαΐ 2014 · Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom.

  5. 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.

  6. 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.

  7. 1 Οκτ 2003 · Initial results provide a good argument for use of educational games in teaching, and some influence of cognitive style on effectiveness of using educational games is reported. Expand