This study examined the role of games in graduate-level instructional technology courses, where the curriculum includes complex abstract theory and hands-on, practical skills. A qualitative approach was used in the study, relying on classroom observations of student behavior (recorded by digital photographs), informal student verbal comments, formal written feedback, and analysis of student game projects, as sources of data. Participants had the opportunity to serve in one or both roles of ‘educational game player’ and ‘educational game designer’. Issues involved in adapting existing games to classroom use are also discussed. Study findings reveal that games can be very useful in the classroom, helping to stimulate student active participat...
With the use of educational games in traditional classrooms becoming increasingly common as a tool t...
Muhiddinova Kamola Botir qizi, Namangan Business and Science University 1 st year master’s student h...
This thesis provides an analysis of gaming elements of engagement that influence learning of curricu...
This study examined the role of educational games in graduate-level instructional technology courses...
This study examined the role of games in graduate-level instructional technology courses, where the ...
This study explored whether teachers utilize games in the classroom, known as gamification and, if s...
An exploration by TEEM of the contribution which games can make to the education process.Teachers Ev...
Abstract: This study aims to investigate relationships between educational game design dynamics of p...
Teachers' perceptions of the usefulness of digital games might be a reason for the limited applicati...
The task of integrating games into an educational setting is a demanding one, and integrating games ...
Student motivation and engagement in the classroom is a challenge for any educator especially when t...
At present, methods for the optimal use of two approaches to computer game-based learning in school ...
Gamification incorporates game-elements in non-gaming situations to enhance student engagement and d...
The purpose of this study was to examine the pedagogical practices associated with the implementatio...
The primary objective of this study was to investigate the use of game-mediate learning with pre-ser...
With the use of educational games in traditional classrooms becoming increasingly common as a tool t...
Muhiddinova Kamola Botir qizi, Namangan Business and Science University 1 st year master’s student h...
This thesis provides an analysis of gaming elements of engagement that influence learning of curricu...
This study examined the role of educational games in graduate-level instructional technology courses...
This study examined the role of games in graduate-level instructional technology courses, where the ...
This study explored whether teachers utilize games in the classroom, known as gamification and, if s...
An exploration by TEEM of the contribution which games can make to the education process.Teachers Ev...
Abstract: This study aims to investigate relationships between educational game design dynamics of p...
Teachers' perceptions of the usefulness of digital games might be a reason for the limited applicati...
The task of integrating games into an educational setting is a demanding one, and integrating games ...
Student motivation and engagement in the classroom is a challenge for any educator especially when t...
At present, methods for the optimal use of two approaches to computer game-based learning in school ...
Gamification incorporates game-elements in non-gaming situations to enhance student engagement and d...
The purpose of this study was to examine the pedagogical practices associated with the implementatio...
The primary objective of this study was to investigate the use of game-mediate learning with pre-ser...
With the use of educational games in traditional classrooms becoming increasingly common as a tool t...
Muhiddinova Kamola Botir qizi, Namangan Business and Science University 1 st year master’s student h...
This thesis provides an analysis of gaming elements of engagement that influence learning of curricu...