作者
Najmeh Behnamnia, Amirrudin Kamsin, Maizatul Akmar Binti Ismail, A Hayati
发表日期
2020/9/1
期刊
Children and Youth Services Review
卷号
116
页码范围
105227
出版商
Pergamon
简介
Recent studies regarding digital game-based learning (DGBL) are increasing, having the potential to enable new forms of learning, however, it remains unclear how DGBL applications can impact young students’ creativity. The main purpose of this study is to investigate whether DGBL application technologies (tablets and smartphones), can improve creativity skills in preschool children (aged 3–6) and “what the main components effective of creative skills are to enhance learning for young children in DGBL”. In this study, the procedure is a case study and the researcher used a sample of apps that were preloaded onto one tablet for seven children aged 3–6 years old in grade Foundation Stage 1 and 2 in a selected Montessori pre-school in Malaysia. In the present study, during using educational digital games by young children, the students’ creative thinking process and the relationship between these components …
引用总数
20202021202220232024426438166
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