In addition to entertainment, games have been recognized as enhancers of cognition and associated with increased motivation in the school learning context. The possibility of immersion and active player participation is considered a distinguished aspects of game design. Therefore, this study proposed the application of Brain School’s digital games using tablets during a school year, with weekly interventions of 50 minutes in a class of the second year of elementary school. Twenty-five students were analyzed with an average of eight years old. At the end of the interventions, the evaluation was carried out through individual interviews. The results revealed that most of children felt motivated to participate in the games activities. However,...
It is known that computer games are motivating for children, but there is limited direct evidence of...
The use of computer games as learning objects is currently being used as an alternative way to addre...
The aim of this study was to assess the learning effectiveness and motivational appeal of a computer...
In addition to entertainment, games have been recognized as enhancers of cognition and associated wi...
With the advent of digital games and its rapid evolution, it is almost impossible for a lot of peopl...
This paper stems from a mixed-methods study in which we scientifically tested 15 computer games to i...
The utilization of digital educational infrastructure in schools has propelled digital educational g...
The development of technology has a lot of influence in the field of education, one of which is in t...
<p></p><p>Abstract: This study analyzes the effects of the use of digital games in the school contex...
Melek, Ceren Gülra (Arel Author)The purpose of this study is to investigate the effects of digital g...
AbstractIt is known that computer games are motivating for children, but there is limited direct evi...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
It is known that computer games are motivating for children, but there is limited direct evidence of...
The purpose of this study was to identify motivational elements of an online multi-player educationa...
This study investigated fourth-seventh graders’ approaches to learning a digital game designed to te...
It is known that computer games are motivating for children, but there is limited direct evidence of...
The use of computer games as learning objects is currently being used as an alternative way to addre...
The aim of this study was to assess the learning effectiveness and motivational appeal of a computer...
In addition to entertainment, games have been recognized as enhancers of cognition and associated wi...
With the advent of digital games and its rapid evolution, it is almost impossible for a lot of peopl...
This paper stems from a mixed-methods study in which we scientifically tested 15 computer games to i...
The utilization of digital educational infrastructure in schools has propelled digital educational g...
The development of technology has a lot of influence in the field of education, one of which is in t...
<p></p><p>Abstract: This study analyzes the effects of the use of digital games in the school contex...
Melek, Ceren Gülra (Arel Author)The purpose of this study is to investigate the effects of digital g...
AbstractIt is known that computer games are motivating for children, but there is limited direct evi...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
It is known that computer games are motivating for children, but there is limited direct evidence of...
The purpose of this study was to identify motivational elements of an online multi-player educationa...
This study investigated fourth-seventh graders’ approaches to learning a digital game designed to te...
It is known that computer games are motivating for children, but there is limited direct evidence of...
The use of computer games as learning objects is currently being used as an alternative way to addre...
The aim of this study was to assess the learning effectiveness and motivational appeal of a computer...