The purpose of this research is to study the relationship among Digital Game-Based Learning (DGBL) features on students' perceived motivational support and cognitive investment. The research used a multiple regression for data analysis across a sample of 200 students in to a public higher learning institution in Federal Territory of Labuan Malaysia. Their participation was purely voluntary. Empirical analysis via multiple regressions confirmed that students' perceived motivational support and cognitive investment was influenced positively by Digital Game-Based Learning (DGBL) features. The results may be used to inform higher education institutes students' on how to design DGBL for the college students. How the DGBL works on college student...
Early scholars in the field of game studies praised digital games for their potential to impact teac...
Abstract The study aims to analyze the impact of gaming on student learning motivation in FTI UKSW...
The present study aims at defining effectiveness of digital game-based learning (DGBL) in the contex...
The utilization of digital educational infrastructure in schools has propelled digital educational g...
Online games use multimedia that is made as attractive as possible so that players get batik satisfa...
[[abstract]]This study developed an educational online game, Super Delivery, targeting knowledge abo...
The development of technology has a lot of influence in the field of education, one of which is in t...
Online games have become one of today's entertainment that is much loved by children, teenagers and ...
In addition to entertainment, games have been recognized as enhancers of cognition and associated wi...
Melek, Ceren Gülra (Arel Author)The purpose of this study is to investigate the effects of digital g...
Background: The development of internet technology, including in Indonesia, is very rapid. One of th...
This study explored the development of academic self-efficacy using Digital Game-Based Learning (DGB...
With the advent of digital games and its rapid evolution, it is almost impossible for a lot of peopl...
Digital game-based learning (DGBL) and Gamification are emerging methodological strategies in educat...
The purpose of this study was to determine the effects of digital games on students’ engagement and ...
Early scholars in the field of game studies praised digital games for their potential to impact teac...
Abstract The study aims to analyze the impact of gaming on student learning motivation in FTI UKSW...
The present study aims at defining effectiveness of digital game-based learning (DGBL) in the contex...
The utilization of digital educational infrastructure in schools has propelled digital educational g...
Online games use multimedia that is made as attractive as possible so that players get batik satisfa...
[[abstract]]This study developed an educational online game, Super Delivery, targeting knowledge abo...
The development of technology has a lot of influence in the field of education, one of which is in t...
Online games have become one of today's entertainment that is much loved by children, teenagers and ...
In addition to entertainment, games have been recognized as enhancers of cognition and associated wi...
Melek, Ceren Gülra (Arel Author)The purpose of this study is to investigate the effects of digital g...
Background: The development of internet technology, including in Indonesia, is very rapid. One of th...
This study explored the development of academic self-efficacy using Digital Game-Based Learning (DGB...
With the advent of digital games and its rapid evolution, it is almost impossible for a lot of peopl...
Digital game-based learning (DGBL) and Gamification are emerging methodological strategies in educat...
The purpose of this study was to determine the effects of digital games on students’ engagement and ...
Early scholars in the field of game studies praised digital games for their potential to impact teac...
Abstract The study aims to analyze the impact of gaming on student learning motivation in FTI UKSW...
The present study aims at defining effectiveness of digital game-based learning (DGBL) in the contex...