‘Games-based techniques and collaborative learning between arts students in higher education’ This thesis investigates how implementing game-based techniques delivered through digital resources can impact collaborative learning between arts students in higher education. Research into games-based learning has paid little attention to its use in the Creative Arts: STEM subjects or vocational training are often the main areas in which games-based techniques and serious games are implemented. There is compelling evidence collected from the fields of collaborative learning theories, educational technology and games research to suggest that games-based learning could be used to enhance collaboration between arts students. The phrase gam...
Besides the ability of making learning more interesting, educators and researchers have been explori...
The paper examines literature on the subject of instructional design and game based learning with th...
Game-based Learning (GBL) is an emerging technology planned for implementation in the next three yea...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
Background. This article investigates the potential of utilizing game mechanics in designing 3-D se...
Learning and playing represent two core aspects of the information and communication society nowaday...
Game-based learning is a dynamic field that has recently garnered much interest from different areas...
Much has been written about the theoretical potential of digital games to transform teaching and le...
With the development of media technology and game evolution, games are endowed with multiple purpose...
Game-based learning is increasingly becoming popular in classrooms as an instructional tool. Conside...
Abstract The focus of higher education institutions is the preparation of future professionals. To a...
This article explains how learning theories based on games and gamification strategies can be incorp...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
International audienceOur research work deals with the development of new learning environments. We ...
How to design effective learning opportunities? Why is learning by experience often more efficient t...
Besides the ability of making learning more interesting, educators and researchers have been explori...
The paper examines literature on the subject of instructional design and game based learning with th...
Game-based Learning (GBL) is an emerging technology planned for implementation in the next three yea...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
Background. This article investigates the potential of utilizing game mechanics in designing 3-D se...
Learning and playing represent two core aspects of the information and communication society nowaday...
Game-based learning is a dynamic field that has recently garnered much interest from different areas...
Much has been written about the theoretical potential of digital games to transform teaching and le...
With the development of media technology and game evolution, games are endowed with multiple purpose...
Game-based learning is increasingly becoming popular in classrooms as an instructional tool. Conside...
Abstract The focus of higher education institutions is the preparation of future professionals. To a...
This article explains how learning theories based on games and gamification strategies can be incorp...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
International audienceOur research work deals with the development of new learning environments. We ...
How to design effective learning opportunities? Why is learning by experience often more efficient t...
Besides the ability of making learning more interesting, educators and researchers have been explori...
The paper examines literature on the subject of instructional design and game based learning with th...
Game-based Learning (GBL) is an emerging technology planned for implementation in the next three yea...