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The didactical game can be considered part of an educational scenario in teaching and learning. This article aims to … are found in games, facilitating realimaginary relationship throughout the game and enhancing learning motivation. The … specific learning objectives, age particularities of students, time and space-related resources, the technical requirements of …
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-method approach, the project examines spontaneously-emerging communities of learning in and around massively multiplayer online games … (MMOGs) within the context of social learning theory, social networks, self-organisation, online communities and emergence …
Persistent link: https://www.econbiz.de/10014062228
research. However, game-based learning not only enhances students' learning motivation and effectiveness, but also fosters … applied to examine the impact of the game-based learning experience. The results showed that the post-test scores for correct … students' learning effectiveness. In addition, perceived ease of use and usefulness had significant impacts on attitude toward …
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Recently, technology has been increasingly integrated into higher education through gamified learning, which applies … students in the field of economics and business in gamified learning and to understand the relationship between engagement and … motivation in gamified learning, elements less studied in the context of economics and business higher education, as shown in the …
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In this paper we present a counterfactual evaluation of the effect of ICT resources at school on student achievements conducted in Italy. In 2009 156 classes at 6th grade were endowed with additional resources earmarked for purchasing ICT equipments only. By selecting an equivalent number of...
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