Submission note: A thesis submitted in total fulfilment of the requirements for the degree of Doctor of Philosophy to the Department of Computer Science and Computer Engineering, Faculty of Science and Technology, La Trobe University, Bundoora.Digitally inclined young people surround themselves with new technologies. The effect of this on society is profound and creates challenges for policies in business, commerce and education. The integration of information and communications technology (ICT) in classroom settings is of vital importance for the kinds of future citizens needed. One learning method to emerge is elearning through digital games. However, in the context of Saudi Arabia, teachers face complexities when using e-learning materia...
The switch to distant learning due to the COVID-19 pandemic demanded an immediate adaptation of tech...
This study aimed at identifying the effect of the mobile gaming in the mathematical achievement amon...
Game is seen as a catalyst to improve learning for students especially after school hours. Neverthel...
This multi-phase mixed methods research study set-out to explore the integration of online gamified ...
Digital game play is becoming increasingly prevalent. Its participant-players number in the millions...
The aim of this literature study is to critically examine if and how digital games can promote stude...
The aim of this empirical study is to examine if, and which digital games active teachers experience...
The research focus of this paper discusses digital game-based learning as a novel learning approach ...
Many studies have confirmed the effectiveness of the application of gamification in the education se...
Among the latest models of teaching are those that rely on technology, especially the Internet, and ...
Abstract: Since the insurgence of computer games in the 1980s, it created an unstoppable wave that i...
This research explores how mathematics pedagogy can be improved by looking at how children are engag...
E-Learning Sudan (ELS) is a custom-built computer/tablet game that provides alternative learning opp...
Mathematics teaching and learning is an essential component of the modern educational system. Despi...
The study sought to investigate the perceptions of Mathematics teachers and students on the implemen...
The switch to distant learning due to the COVID-19 pandemic demanded an immediate adaptation of tech...
This study aimed at identifying the effect of the mobile gaming in the mathematical achievement amon...
Game is seen as a catalyst to improve learning for students especially after school hours. Neverthel...
This multi-phase mixed methods research study set-out to explore the integration of online gamified ...
Digital game play is becoming increasingly prevalent. Its participant-players number in the millions...
The aim of this literature study is to critically examine if and how digital games can promote stude...
The aim of this empirical study is to examine if, and which digital games active teachers experience...
The research focus of this paper discusses digital game-based learning as a novel learning approach ...
Many studies have confirmed the effectiveness of the application of gamification in the education se...
Among the latest models of teaching are those that rely on technology, especially the Internet, and ...
Abstract: Since the insurgence of computer games in the 1980s, it created an unstoppable wave that i...
This research explores how mathematics pedagogy can be improved by looking at how children are engag...
E-Learning Sudan (ELS) is a custom-built computer/tablet game that provides alternative learning opp...
Mathematics teaching and learning is an essential component of the modern educational system. Despi...
The study sought to investigate the perceptions of Mathematics teachers and students on the implemen...
The switch to distant learning due to the COVID-19 pandemic demanded an immediate adaptation of tech...
This study aimed at identifying the effect of the mobile gaming in the mathematical achievement amon...
Game is seen as a catalyst to improve learning for students especially after school hours. Neverthel...