There is a growing interest in the use of simulations and games in Dutch higher education. This development is based on the perception that students belong to the 'gamer generation' or 'net generation': a generation that has grown up with computer games and other technology affecting their preferred learning styles, social interaction patterns and technology use generally. It is often argued that in education this generation prefers active, collaborative and technology-rich learning, i.e. learning methods that involve extensive computer use and collaboration among students. Gaming is then proposed as a new teaching method which addresses these requirements. This article presents the results of a survey which studied whether this discourse i...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
Integrating digital technologies into the curriculum has been a growing challenge, especially due to...
Employing game as an educational tool facilitates teaching and learning in universities because game...
There is a growing interest in the use of simulations and games in Dutch higher education. This deve...
Games-based learning has captured the interest of educationalists and industrialists who seek to exp...
The modern development of the gaming space is often seen through the prism of the attractiveness and...
Simulations and games play an important role in how young people learn. Through simulations and game...
Emerging trends such as digitalization, globalization, and the COVID-19 pandemic are forcing higher ...
Game-based Learning (GBL) is an emerging technology planned for implementation in the next three yea...
In an age of technological tools ranging from social media to virtual environments higher education ...
Continuous advances in technology are causing a generation gap between students and teachers to incr...
Our class is divided into two groups. One group will give a workshop about the trends in gaming and ...
The gaming market has become the fastest growing market for leisure and is one of the most popular f...
The authors define the requirements and a conceptual model for comparative evaluation research of si...
Part 1: PracticeInternational audienceThroughout the past few decades, the use of technology has far...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
Integrating digital technologies into the curriculum has been a growing challenge, especially due to...
Employing game as an educational tool facilitates teaching and learning in universities because game...
There is a growing interest in the use of simulations and games in Dutch higher education. This deve...
Games-based learning has captured the interest of educationalists and industrialists who seek to exp...
The modern development of the gaming space is often seen through the prism of the attractiveness and...
Simulations and games play an important role in how young people learn. Through simulations and game...
Emerging trends such as digitalization, globalization, and the COVID-19 pandemic are forcing higher ...
Game-based Learning (GBL) is an emerging technology planned for implementation in the next three yea...
In an age of technological tools ranging from social media to virtual environments higher education ...
Continuous advances in technology are causing a generation gap between students and teachers to incr...
Our class is divided into two groups. One group will give a workshop about the trends in gaming and ...
The gaming market has become the fastest growing market for leisure and is one of the most popular f...
The authors define the requirements and a conceptual model for comparative evaluation research of si...
Part 1: PracticeInternational audienceThroughout the past few decades, the use of technology has far...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
Integrating digital technologies into the curriculum has been a growing challenge, especially due to...
Employing game as an educational tool facilitates teaching and learning in universities because game...