The landscape of research on the use of digital game-based learning apps to nurture creativity among young children: A review

N Behnamnia, A Kamsin, MAB Ismail - Thinking Skills and Creativity, 2020 - Elsevier
Although in the recent study digital game-based learning (DGBL) has the potential to enable
new forms of learning, 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 (ages 3–6). Hence, the author has reviewed the literature regularly over
the past decade and found 67 articles, of which only 20 have been considered to be more …
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