The present study examined teachers' perceptions regarding the integration of digital game- based learning (DGBL) into their instruction at different stages of their career, in terms of:(a) …
Y Allsop, EY Yildirim, M Screpanti - Proceedings of the 7th European …, 2013 - academia.edu
Digital games are more popular than ever among children and young adults (Prensky 2001; Gee 2003; Fromme 2003; Oblinger 2004). Recent reviews show that children spend hours …
Purpose This paper presents two educational gamified virtual labs and investigates different methods of including gamified elements in virtual labs used for teaching. The purpose of this …
E Yunus, SB Zaibon - International Journal of Interactive …, 2021 - search.ebscohost.com
This study aims to identify the game-based learning component (GBL) and the concept of computational thinking (CT) that can be integrated together in a design model. GBL and CT …
AA Razak, T Connolly - … of Emerging Technologies in Learning (iJET …, 2013 - learntechlib.org
Under the new Curriculum for Excellence (CfE), teachers at schools across Scotland are encouraged to use constructivist learning approaches that promote challenge and …
In teaching, the use of virtual and augmented reality has been on the rise, exploring different means of interaction and student engagement. Based on constructivist pedagogic principles …
Over the past few years, academics have witnessed an increasing amount of attention being accorded to games as learning tools. According to several researchers, Serious Games …
As a consequence of the technological advances and the widespread use of mobile devices to access information and communication in the last decades, mobile learning has become …
S Pen, PD Morrell - Discover Education, 2024 - Springer
The COVID-19 pandemic created a huge demand in using Information and Communication Technology (ICT) in teaching and learning. Teachers are believed to be a main influencer in …