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250 results on '"Game-Based Learning"'

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1. Comprehending complex chemistry problems in a structured and enjoyable manner: A concept mapping-based contextual gaming approach.

2. Effect of game-based learning on educational technology Students' performance: A case of simple repeated measures approach.

3. The Impact of Team Synchrony on Argument Construction and Science Knowledge Acquisition: Insights from a Science Learning Game.

4. Is Immersion in 3D Virtual Games Associated with Mathematical Ability Improvement in Game-Based Learning?

5. The Mediterranean forest in a science museum: engaging children through drawings that come to life in a virtual world.

6. Detecting and Mitigating Encoded Bias in Deep Learning-Based Stealth Assessment Models for Reflection-Enriched Game-Based Learning Environments.

7. Enhancing primary school students' performance, flow state, and cognitive load in visual arts education through the integration of augmented reality technology in a card game.

8. Analysis of learning effectiveness and behavioral patterns of cognitive scaffolding and collaborative problem-solving processes in a historical educational game.

9. JEDi - a digital educational game to support student training in identifying portuguese-written fake news: Case studies in high school, undergraduate and graduate scenarios.

10. Knowledge check-based concept mapping in digital games: impacts on students' learning performance and behaviors.

11. Integrating immersive virtual reality technology in scaffolded game-based learning to enhance low motivation students' multimodal science learning.

12. A physical neuroscience-themed escape room: Design, implementation, and students' perceptions.

13. Investigating the design, participation and experience of teaching and learning facilitated by user-generated microgames on an open educational platform.

14. An embodied perspective on an augmented reality game in school: pupil's bodily experience toward learning.

15. The design and evaluation of gamified online role-play as a telehealth training strategy in dental education: an explanatory sequential mixed-methods study.

16. Effects of non-digital games integrated with digital games for advancing fifth graders' spatial reasoning abilities.

17. Transforming teachers' self-narratives about game-based learning.

18. Using productive failure to learn genetics in a game-based environment.

19. Leveraging the Potential of Large Language Models in Education Through Playful and Game-Based Learning.

20. Improving college student engagement and motivation in a gamified learning environment: the pilot study in China.

21. Leveraging ensemble learning for stealth assessment model with game-based learning environment.

22. Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review.

23. Game-Based Learning and Systems Thinking: an Innovative Instructional Approach for the 21st Century.

24. The Effect of Mobile Learning on School-Aged Students' Science Achievement: A Meta-analysis.

25. Preschoolers' Mathematics Game Preferences and Learning Performance through Designing a Degree of Freedom for a Tablet Game.

26. Interactive Artifacts and Stories: Design Considerations for an Object-Based Learning History Game.

27. The added value of game elements: better training performance but comparable learning gains.

28. Design and evaluation of a remote synchronous gamified mathematics teaching activity that integrates multi-representational scaffolding and a mind tool for gamified learning.

29. An augmented reality PQRST based method to improve self-learning skills for preschool autistic children.

30. Techniques for Increasing Educational Motivation and the Need to Assess Students' Knowledge: The Effectiveness of Educational Digital Games in Learning English Grammatical Material.

31. Game-based learning in computer science education: a scoping literature review.

32. Adaptive scaffolding and engagement in digital game-based learning.

33. Designing Game-Based Learning for High School Artificial Intelligence Education.

34. Co-Design of Augmented Reality Games for Learning with Teachers: A Methodological Approach.

35. Effects of game-based learning supports on students' math performance and perceived game flow.

36. Efficacy of an Adaptive Game-Based Math Learning App to Support Personalized Learning and Improve Early Elementary School Students' Learning.

37. The effect of using digital technology in the music education of elementary school students.

38. Developing a digital game for excel skills learning in higher education - a comparative study analyzing differences in learning between digital games and textbook learning.

39. Technology-enhanced and game based learning for children with special needs: a systematic mapping study.

40. Engaging future engineers: the case study of a serious game implementation.

41. The effectiveness of quartet card game in increasing career knowledge in lower grade elementary school students.

42. Active learning and education 4.0 for complex thinking training: analysis of two case studies in open education.

43. Perceptions and factors affecting the adoption of digital games for engineering education: a mixed-method research.

44. Tailored gamification in education: A literature review and future agenda.

45. The impact of embodied scaffolding sequences on STEM conceptual learning.

46. Games in education: a systematic review of studies in international and Iranian contexts.

47. The Affordances of Minecraft Education as a Game-Based Learning Tool for Atomic Structure in Junior High School Science Education.

48. Connecting learning and playing: the effects of in-game cognitive supports on the development and transfer of computational thinking skills.

49. Understanding elementary mathematics teachers' intention to use a digital game through the technology acceptance model.

50. Narrative-supported math problem solving in digital game-based learning.

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