Serious games (SG) and Game-Based Learning (GBL) have frequently used for teaching purpose in different courses including Information Technology (IT). However, qualitative studies of students ’ experience in using this approach have been subject of less attention in the related literature. The current study employs a qualitative approach to gain insight on students ’ opinion after using the SGs in an IT course. The study particularly pays attention to potential opportunities and challenges of using the approach in IT course. Moreover, we asked students’ about the possible skills which they learnt through use of SGs. Fifty four students participated in a written survey which contained three open-ended questions about students ’ experience in...
MSc (Computer Science)--North-West University, Vaal Triangle Campus, 2015Serious games have the pote...
Nowadays formal education systems are under increasing pressure to respond and adapt to rapid techno...
When combining the increasing use of online educational environments, the push to use serious video ...
Serious games (SG) and Game-Based Learning (GBL) have frequently used for teaching purpose in differ...
Employing game as an educational tool facilitates teaching and learning in universities because game...
The paper aims at utilizing the learner-centered framework in game-based learning. While there has b...
Serious Games represent an acknowledged potential for instruction, because they are able to strongly...
Keeping students engaged and motivated is a challenge. Digital game-based learning is considered an ...
The adoption of gaming within education on a global basis is receiving widespread attention as this ...
http://www.emeraldinsight.com/journals.htm?issn=1754-2731&volume=26&issue=3The purpose of this paper...
© 2018 Association for Information Systems. All rights reserved. The paper aims at utilizing the lea...
Learning methodologies and experiences have changed over the recent years thanks to the incorporatio...
Game-based Learning (GBL) is an emerging technology planned for implementation in the next three yea...
Abstract: Innovation in technology together with evolution in pedagogical approaches is encouraging ...
National audienceIn a context marked by youth's shift to digital culture instead of academic culture...
MSc (Computer Science)--North-West University, Vaal Triangle Campus, 2015Serious games have the pote...
Nowadays formal education systems are under increasing pressure to respond and adapt to rapid techno...
When combining the increasing use of online educational environments, the push to use serious video ...
Serious games (SG) and Game-Based Learning (GBL) have frequently used for teaching purpose in differ...
Employing game as an educational tool facilitates teaching and learning in universities because game...
The paper aims at utilizing the learner-centered framework in game-based learning. While there has b...
Serious Games represent an acknowledged potential for instruction, because they are able to strongly...
Keeping students engaged and motivated is a challenge. Digital game-based learning is considered an ...
The adoption of gaming within education on a global basis is receiving widespread attention as this ...
http://www.emeraldinsight.com/journals.htm?issn=1754-2731&volume=26&issue=3The purpose of this paper...
© 2018 Association for Information Systems. All rights reserved. The paper aims at utilizing the lea...
Learning methodologies and experiences have changed over the recent years thanks to the incorporatio...
Game-based Learning (GBL) is an emerging technology planned for implementation in the next three yea...
Abstract: Innovation in technology together with evolution in pedagogical approaches is encouraging ...
National audienceIn a context marked by youth's shift to digital culture instead of academic culture...
MSc (Computer Science)--North-West University, Vaal Triangle Campus, 2015Serious games have the pote...
Nowadays formal education systems are under increasing pressure to respond and adapt to rapid techno...
When combining the increasing use of online educational environments, the push to use serious video ...