Abstract: Along with knowledge acquisition, techniques and procedures, the goal of education is to develop individuals capable of reacting to planned or unplanned circumstances, making decisions in a set time. The focus of digital game-based learning (DGBL) under an instructional framework context, pedagogical standards link where computer games are an integral part of learning. You teach with computer games for teaching content, has the potential to positively influence the motivation of students to learn and retain knowledge. In this article we have reviewed literature in this field and determined whether the use of computer games, especially in mathematics, contributes to a more efficient implementation of educational objectives at all l...
An exploration by TEEM of the contribution which games can make to the education process.Teachers Ev...
Besides the ability of making learning more interesting, educators and researchers have been explori...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
Information technologies are an integral part of a contemporary society which bases its progress on ...
This paper describes a research project on Year 3 primary school students in Malaysia in their use o...
The last decade, researchers and educators have shown particular interest for the use of educational...
Computer and video games are a channel of evolution and productivity that is most consumed keeping t...
The given article is devoted to the study of video games as a relevant method of teaching some subje...
The last decade, researchers and educators have shown particular interest for the use of educational...
This chapter examines the rationale for the use of computer games in learning, teaching, and assessm...
© Kassel University Press GmbH. A modern school deals with a generation of students who were born an...
This research explores how mathematics pedagogy can be improved by looking at how children are engag...
The use of computer games as learning objects is currently being used as an alternative way to addre...
The aim of this literature study is to critically examine if and how digital games can promote stude...
The aim of this literature study is to critically examine if and how digital games can promote stude...
An exploration by TEEM of the contribution which games can make to the education process.Teachers Ev...
Besides the ability of making learning more interesting, educators and researchers have been explori...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
Information technologies are an integral part of a contemporary society which bases its progress on ...
This paper describes a research project on Year 3 primary school students in Malaysia in their use o...
The last decade, researchers and educators have shown particular interest for the use of educational...
Computer and video games are a channel of evolution and productivity that is most consumed keeping t...
The given article is devoted to the study of video games as a relevant method of teaching some subje...
The last decade, researchers and educators have shown particular interest for the use of educational...
This chapter examines the rationale for the use of computer games in learning, teaching, and assessm...
© Kassel University Press GmbH. A modern school deals with a generation of students who were born an...
This research explores how mathematics pedagogy can be improved by looking at how children are engag...
The use of computer games as learning objects is currently being used as an alternative way to addre...
The aim of this literature study is to critically examine if and how digital games can promote stude...
The aim of this literature study is to critically examine if and how digital games can promote stude...
An exploration by TEEM of the contribution which games can make to the education process.Teachers Ev...
Besides the ability of making learning more interesting, educators and researchers have been explori...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...