Among the latest models of teaching are those that rely on technology, especially the Internet, and the applications it offers, such as learning based on electronic educational games. It has been shown in many studies that the games reflect how the human mind was designed to learn. It stimulates the learner to challenge, confront problems, make decisions, and engage in appropriate processes; it also inspires the learner to persevere in failure and to achieve increasingly difficult goals, as well as devote attention, time and effort to acquiring knowledge and skills, while the learner is dealing with the game, achievements and skills are, then, evaluated. This is what exactly we want from the learning / learning process. Games have been cons...
Learning through interactive media gives additional value to the educational world because it enable...
The main aim of this paper is to evaluate the problem-based gaming model that tries to explain the l...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
This paper addresses the reason behind the relative underdevelopment of the educational computer gam...
© Kassel University Press GmbH. A modern school deals with a generation of students who were born an...
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 ...
Computer and video games are a channel of evolution and productivity that is most consumed keeping t...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
Children like games, whether in traditional formats or computer-based. Because of their intrinsic en...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
The given article is devoted to the study of video games as a relevant method of teaching some subje...
Games and gaming have always been an infl uential part of society and culture. Within the last 35 ye...
The tight connection which occurs between entertainment and education has originated what is defined...
AbstractThis paper practically develops a game-based learning system to improve self-efficacy for st...
Learning through interactive media gives additional value to the educational world because it enable...
The main aim of this paper is to evaluate the problem-based gaming model that tries to explain the l...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
This paper addresses the reason behind the relative underdevelopment of the educational computer gam...
© Kassel University Press GmbH. A modern school deals with a generation of students who were born an...
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 ...
Computer and video games are a channel of evolution and productivity that is most consumed keeping t...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
Children like games, whether in traditional formats or computer-based. Because of their intrinsic en...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
The given article is devoted to the study of video games as a relevant method of teaching some subje...
Games and gaming have always been an infl uential part of society and culture. Within the last 35 ye...
The tight connection which occurs between entertainment and education has originated what is defined...
AbstractThis paper practically develops a game-based learning system to improve self-efficacy for st...
Learning through interactive media gives additional value to the educational world because it enable...
The main aim of this paper is to evaluate the problem-based gaming model that tries to explain the l...
Games are increasingly becoming common in learning environments, and to match the requirements of d...