A systematic review of augmented reality game-based Learning in STEM education

J Yu, AR Denham, E Searight - Educational technology research and …, 2022 - Springer
Recent advances in digital technology have increased the use of digital games for
educational purposes, resulting in greater utilization of an important pedagogical approach …

How can the use of digital games in mathematics education promote students' mathematical reasoning? a qualitative systematic review

EO Jensen, CK Skott - Digital Experiences in Mathematics Education, 2022 - Springer
In this article, we conduct a qualitative systematic review of studies examining the use of
digital games to promote students' mathematical reasoning in primary and lower secondary …

Churn prediction in digital game-based learning using data mining techniques: Logistic regression, decision tree, and random forest

M Kiguchi, W Saeed, I Medi - Applied Soft Computing, 2022 - Elsevier
Abstract Educational Technology (EdTech) is an industry that integrates education and
technology advances. Digital game-based learning (DGBL) is one of the narrowed-down …

Learning as social practice

G Kress, S Selander, R Säljö… - Beyond Education as an …, 2021 - api.taylorfrancis.com
Title: Learning as social practice: beyond education as an individual enterprise/editeed by
Gunther Kress, Staffan Selander, Roger Säljö and Christoph Wulf. Description: Abingdon …

Didaktisk design med digitala resurser: En studie av kunskapsrepresentationer i en digitaliserad skola

A Åkerfeldt - 2014 - diva-portal.org
Avhandlingen som du håller i din hand (eller läser på din skärm) är resultatet av en
fantastiskt rolig process! Den har också stundtals varit både mödosam och omvälvande …

Game-based language learning for pre-school children: a design perspective

B Meyer - Proceedings of the 6th European Conference on …, 2012 - books.google.com
During the last decade there has been a growing focus on preschool learning within
education, especially with regard to the learning of basic literacies such as reading and …

Conceptualization of multimodal and distributed designs for learning

N Staffan Selander - The future of ubiquitous learning: Learning designs …, 2016 - Springer
In this chapter, we will focus on articulations of teaching and learning and relate these to
technological shifts and social paradigms. We will briefly describe the changes of …

Factors that promote cooperation, learning, and engagement with geoscience concepts when playing educational board games in an entry-level college paleontology …

BS Sulbaran Reyes, RC Martindale… - Journal of …, 2024 - Taylor & Francis
Interactive games can invigorate undergraduate curricula, promote collaboration, and
engage students, but few studies evaluate which conditions facilitate learning and …

[图书][B] The elder scrolls V: Skyrim and its audience as a world-building benchmark for indigenous virtual cultural heritage

J Majewski - 2018 - research.bond.edu.au
Affinity space–a location, real or virtual, in which individuals can engage in informal learning
and production of knowledge. It is not necessarily an integrated community, and individuals …

“Reef Survivor”: A new board game designed to teach college and university undergraduate students about reef ecology, evolution, and extinction

RC Martindale, BS Sulbaran Reyes… - Journal of Geoscience …, 2024 - Taylor & Francis
Educational geoscience games have been increasing in popularity because they promote
learning through amusement and encourage students to engage with topical material and …