A study is presented that compared the online learning activities and learning style preferences of video game players and nonplayers. A total of 1,258 students across seven postsecondary institutions near Seoul, South Korea, rated their experiences with video game play alongside their online learning activities and preferences toward learning styles that share characteristics with many of today’s games. Utilizing a causal-comparative approach, descriptive and inferential statistical analyses were used to quantitatively examine the groups. At first glance, the findings revealed that the players were more involved in online learning activities than the nonplayers. Namely, the players (a) took more online courses and/or training per year; (b)...
The study examines whether the effect of virtual presence on learning is influenced by learner chara...
Nowadays, the rapid rise in the digital game industry has led to a similar increase in children’s te...
Abstract This research was aimed to study the behaviors and effects of internet technology focus on ...
This study has a purpose to investigate the adoption of online games technologies among adolescents...
54 HalamanKesimpulan dari penelitian dan di bagian akhir akan dijelaskan tentang saran-saran yang da...
When combining the increasing use of online educational environments, the push to use serious video ...
The purpose of this study is to identify and categorize the perceptions of young adults before we al...
The purpose of the study is to determine the students' online game habits and the relationship betwe...
Educational on-line games are promising for new generations of students who are grown up digital. Th...
Educational on-line games are promising for new generations of students who are grown up digital. Th...
When combining the increasing use of online educational environments, the push to use serious video ...
This study examines the influence of players’ age, gender and gaming preferences and habits (from no...
As the world moves into the web 2.0 era, everyone can connect virtually, and online game playing has...
This study aims to examine the linkages between students' multi-dimensional experiential motives and...
Games-based learning has captured the interest of educationalists and industrialists who seek to exp...
The study examines whether the effect of virtual presence on learning is influenced by learner chara...
Nowadays, the rapid rise in the digital game industry has led to a similar increase in children’s te...
Abstract This research was aimed to study the behaviors and effects of internet technology focus on ...
This study has a purpose to investigate the adoption of online games technologies among adolescents...
54 HalamanKesimpulan dari penelitian dan di bagian akhir akan dijelaskan tentang saran-saran yang da...
When combining the increasing use of online educational environments, the push to use serious video ...
The purpose of this study is to identify and categorize the perceptions of young adults before we al...
The purpose of the study is to determine the students' online game habits and the relationship betwe...
Educational on-line games are promising for new generations of students who are grown up digital. Th...
Educational on-line games are promising for new generations of students who are grown up digital. Th...
When combining the increasing use of online educational environments, the push to use serious video ...
This study examines the influence of players’ age, gender and gaming preferences and habits (from no...
As the world moves into the web 2.0 era, everyone can connect virtually, and online game playing has...
This study aims to examine the linkages between students' multi-dimensional experiential motives and...
Games-based learning has captured the interest of educationalists and industrialists who seek to exp...
The study examines whether the effect of virtual presence on learning is influenced by learner chara...
Nowadays, the rapid rise in the digital game industry has led to a similar increase in children’s te...
Abstract This research was aimed to study the behaviors and effects of internet technology focus on ...