Game-based Learning (GBL) is an emerging technology planned for implementation in the next three years, as the digital natives enter the education system. There is impetus to create awareness among the digital immigrant educators on game technology as GBL shifts from the traditional didactic, text-based instruction to an innovative, constructivist and experiential-based engagement by learners. There is a lack of evidence of literature that consolidates the work that has been done till date on GBL in Higher Education (HE). This study bridges the gap in the body of knowledge and serves as a reference point for the 21st century HE educators who take on multiple roles as an educator, designer and/or researcher. This study is aim...
There are widespread of Digital Game-based Learning (DGBL) applications or computer games (CG) utili...
AbstractGame-based learning (GBL) has been widely utilized in various domains such as the military, ...
Using games for teaching-Learning include features that engage the learners. Gamified instruction bu...
Abstract: Emerging trends such as digitalization, globalization, and the COVID-19 pandemic areforcin...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
The paper examines literature on the subject of instructional design and game based learning with th...
Analogue games have been increasingly studied through the lens of media and cultural studies namely ...
The workshop will explore how Game-Based Learning (GBL) and gamification can be embedded in the lear...
The rapid development of information technology affects numerous aspects of human life, including ed...
Game-Based Learning (GBL) represents a promising methodology to motivate and engage students in thei...
Game-based learning (GBL) is a form of gaming that leads to learning outcomes. It is designed to ali...
Game-based learning isn’t just for kids! Video games are increasingly used in higher and further edu...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
Today’s IT-savvy students are accustomed to multi-tasking, graphics, fun, and fantasy. They are said...
This review paper analyses authors who used gamified e-learning systems in higher education. Their t...
There are widespread of Digital Game-based Learning (DGBL) applications or computer games (CG) utili...
AbstractGame-based learning (GBL) has been widely utilized in various domains such as the military, ...
Using games for teaching-Learning include features that engage the learners. Gamified instruction bu...
Abstract: Emerging trends such as digitalization, globalization, and the COVID-19 pandemic areforcin...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
The paper examines literature on the subject of instructional design and game based learning with th...
Analogue games have been increasingly studied through the lens of media and cultural studies namely ...
The workshop will explore how Game-Based Learning (GBL) and gamification can be embedded in the lear...
The rapid development of information technology affects numerous aspects of human life, including ed...
Game-Based Learning (GBL) represents a promising methodology to motivate and engage students in thei...
Game-based learning (GBL) is a form of gaming that leads to learning outcomes. It is designed to ali...
Game-based learning isn’t just for kids! Video games are increasingly used in higher and further edu...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
Today’s IT-savvy students are accustomed to multi-tasking, graphics, fun, and fantasy. They are said...
This review paper analyses authors who used gamified e-learning systems in higher education. Their t...
There are widespread of Digital Game-based Learning (DGBL) applications or computer games (CG) utili...
AbstractGame-based learning (GBL) has been widely utilized in various domains such as the military, ...
Using games for teaching-Learning include features that engage the learners. Gamified instruction bu...