The purpose of this study is to develop a valid and reliable measurement tool for measuring contribution of digital learning games in the learning process . The study group consists of 280 teachers working in elementary schools in Palestine in the 2020-2021 academic year. The construct validity of the scale was examined by exploratory factor analysis. According to the results of the analysis, the scale measures a six- dimensions structure. The six - dimensions structure of the scale was confirmed by stepwise linear regression analysis. The total variance ratio explained by the scale was determined as 68.38. In order to determine the reliability of the scale, the internal consistency coefficient of Cronbach’s alpha was evaluated and this va...
Our first impression on digital games is that they are a "waste of time" oreven "sources of danger"....
Game is seen as a catalyst to improve learning for students especially after school hours. Neverthel...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
The purpose of this study is to develop a valid and reliable measurement tool for measuring contribu...
The purpose of this study was to develop and psychometrically evaluate an in-strument that analyses ...
AbstractIn last decades many studies in the literature are trying to identify the effectiveness of c...
In this research, it is aimed to develop valid and reliable Digital Educational Game Development Sel...
This qualitative study aims to evaluate digital games as a learning tool, by reviewing the experienc...
[[abstract]]This study developed an educational online game, Super Delivery, targeting knowledge abo...
Taking care of teachers' competencies is essential to determine a satisfactory level of quality in t...
In recent years, a growing number of studies is being conducted into the effectiveness of digital ga...
The paper contributes to solving the issue of digital games in education. It explains concepts such ...
Despite the pervasiveness of perception and considerable impact of perception on the use of ICT for ...
In recent years, a growing number of studies are being conducted into the effectiveness of digital g...
Abstract: In recent years, a growing number of studies is being conducted into the effectiveness of ...
Our first impression on digital games is that they are a "waste of time" oreven "sources of danger"....
Game is seen as a catalyst to improve learning for students especially after school hours. Neverthel...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
The purpose of this study is to develop a valid and reliable measurement tool for measuring contribu...
The purpose of this study was to develop and psychometrically evaluate an in-strument that analyses ...
AbstractIn last decades many studies in the literature are trying to identify the effectiveness of c...
In this research, it is aimed to develop valid and reliable Digital Educational Game Development Sel...
This qualitative study aims to evaluate digital games as a learning tool, by reviewing the experienc...
[[abstract]]This study developed an educational online game, Super Delivery, targeting knowledge abo...
Taking care of teachers' competencies is essential to determine a satisfactory level of quality in t...
In recent years, a growing number of studies is being conducted into the effectiveness of digital ga...
The paper contributes to solving the issue of digital games in education. It explains concepts such ...
Despite the pervasiveness of perception and considerable impact of perception on the use of ICT for ...
In recent years, a growing number of studies are being conducted into the effectiveness of digital g...
Abstract: In recent years, a growing number of studies is being conducted into the effectiveness of ...
Our first impression on digital games is that they are a "waste of time" oreven "sources of danger"....
Game is seen as a catalyst to improve learning for students especially after school hours. Neverthel...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...