Game-based learning has grown in popularity since used during Covid-19. Many educators worldwide use game-based learning as an exciting and interactive tool. i-GIME v.2 has been enhanced with additional modules and menus to make learning and teaching more engaging and students more interested and motivated. The purpose of i-GIME v.2 is to help information management students improve their information literacy and cataloguing skills. i-GIME v.2 designed the course content with gaming components that revolutionized the teaching and learning technique using a few website applications. The importance of i-GIME v.2 can stimulate learning motivation and student activity to be engaged in learning. In addition, the application of game-based learnin...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
Games-based learning constitutes integrating games into learning experiences to create effective lea...
“Gamified” active learning has been shown to increase students’ academic performance, engagement, an...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
Game based learning is receiving increased attention, including from the New Media Corporation’s Con...
AbstractThis paper practically develops a game-based learning system to improve self-efficacy for st...
Abstract: Emerging trends such as digitalization, globalization, and the COVID-19 pandemic areforcin...
© Kassel University Press GmbH. A modern school deals with a generation of students who were born an...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
© 2018 Association for Information Systems. All rights reserved. The paper aims at utilizing the lea...
Game based learning is receiving increased attention, including from the New Media Corporation’s 201...
The paper aims at utilizing the learner-centered framework in game-based learning. While there has b...
Over the past few years the application of educational technology in the classroom setting has been ...
Employing game as an educational tool facilitates teaching and learning in universities because game...
Game-based Learning (GBL) is an emerging technology planned for implementation in the next three yea...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
Games-based learning constitutes integrating games into learning experiences to create effective lea...
“Gamified” active learning has been shown to increase students’ academic performance, engagement, an...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
Game based learning is receiving increased attention, including from the New Media Corporation’s Con...
AbstractThis paper practically develops a game-based learning system to improve self-efficacy for st...
Abstract: Emerging trends such as digitalization, globalization, and the COVID-19 pandemic areforcin...
© Kassel University Press GmbH. A modern school deals with a generation of students who were born an...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
© 2018 Association for Information Systems. All rights reserved. The paper aims at utilizing the lea...
Game based learning is receiving increased attention, including from the New Media Corporation’s 201...
The paper aims at utilizing the learner-centered framework in game-based learning. While there has b...
Over the past few years the application of educational technology in the classroom setting has been ...
Employing game as an educational tool facilitates teaching and learning in universities because game...
Game-based Learning (GBL) is an emerging technology planned for implementation in the next three yea...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
Games-based learning constitutes integrating games into learning experiences to create effective lea...
“Gamified” active learning has been shown to increase students’ academic performance, engagement, an...