Technological advances have provided educational institutions the capability to explore various online teaching strategies such as digital games in the classroom. Though games can be used to engage various learning styles and behaviors, the platform is mainly practiced at the secondary educational grade level with traditional-aged students. Little research literature exists that explores the influence of digital game-based learning on the academic achievement of nontraditional undergraduate students. An extensive literature review of 77 articles was conducted using the procedure developed in Cooper’s Taxonomy (1998) for analyzing and synthesizing literature. Cooper’s system involved (a) formulating the problem, (b) collecting data, (c) eval...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
When combining the increasing use of online educational environments, the push to use serious video ...
Digital game-based learning is a research field within the context of technology-enhanced learning t...
Game-based learning and the use of e-books is becoming increasingly more supported in classrooms as ...
The purpose of the study is to determine the students' online game habits and the relationship betwe...
Digital Game is any game that is played with assistance of computer or other electronic device, onli...
Melek, Ceren Gülra (Arel Author)The purpose of this study is to investigate the effects of digital g...
This study examined the impact of adding game elements on students ’ performances in an online learn...
Digital game-based learning (DGBL) has been perceived as an engaging teaching approach to foster stu...
When combining the increasing use of online educational environments, the push to use serious video ...
© 2017, FACTEACHEREDUCATION. All rights reserved. The paper presents a review of literature resource...
The focus of this study was to conduct a meta-analytic investigation to combine the results obtained...
The CHERMUG project aims to develop a digital game to support students in acquiring methodological a...
Game-based Learning (GBL) is an emerging technology planned for implementation in the next three yea...
This study aimed to find out the relationship of using game-based learning in terms of Rules, Immers...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
When combining the increasing use of online educational environments, the push to use serious video ...
Digital game-based learning is a research field within the context of technology-enhanced learning t...
Game-based learning and the use of e-books is becoming increasingly more supported in classrooms as ...
The purpose of the study is to determine the students' online game habits and the relationship betwe...
Digital Game is any game that is played with assistance of computer or other electronic device, onli...
Melek, Ceren Gülra (Arel Author)The purpose of this study is to investigate the effects of digital g...
This study examined the impact of adding game elements on students ’ performances in an online learn...
Digital game-based learning (DGBL) has been perceived as an engaging teaching approach to foster stu...
When combining the increasing use of online educational environments, the push to use serious video ...
© 2017, FACTEACHEREDUCATION. All rights reserved. The paper presents a review of literature resource...
The focus of this study was to conduct a meta-analytic investigation to combine the results obtained...
The CHERMUG project aims to develop a digital game to support students in acquiring methodological a...
Game-based Learning (GBL) is an emerging technology planned for implementation in the next three yea...
This study aimed to find out the relationship of using game-based learning in terms of Rules, Immers...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
When combining the increasing use of online educational environments, the push to use serious video ...
Digital game-based learning is a research field within the context of technology-enhanced learning t...