This paper provides a critical analysis on the rationale behind the utilisation of educational technologies, including; digital learning resources. A qualitative research sheds light on the students’ discernment and preconceptions toward the use of digital games, stories and simulations, in-class. Semi-structured, face-to-face interview sessions among secondary school students suggest that students are increasingly acquiring skills and competences from blended learning. Their engagement with educational applications (apps) is improving their critical thinking as it helps them make evaluative decisions to solve problems. At the same time, the results reveal that most of these students are developing their interpersonal skills as they collabo...
In addition to entertainment, games have been recognized as enhancers of cognition and associated wi...
Abstract: Games are no longer just for fun; they offer potentially powerful learning environments. T...
This paper explores how media education principles can be extended to digital games, and whether the...
This research explores the rationale behind the utilisation of electronic games in education. A qual...
Relevant literature suggests that today’s children possess digital skills and competences that set t...
There is a good body of literature about digital-game-based language learning (DGBL), but research h...
Digital game-based learning is a research field within the context of technology-enhanced learning t...
There is considerable enthusiasm in many quarters for the incorporation of digital games into the cl...
There is growing interest in the use of games for educational purposes, particularly with regard to ...
This qualitative study aims to evaluate digital games as a learning tool, by reviewing the experienc...
There is considerable enthusiasm in many quarters for the incorporation of digital games into the cl...
International audienceIn a context characterized by a growing gap between youth digital culture and ...
This paper presents a case study analyzing which learning cognitive strategies are employed by stude...
Digital game making is becoming an increasingly common means of learning in schools due to the appea...
This research to practice paper uses a Technology Acceptance Model (TAM) to explore the factors that...
In addition to entertainment, games have been recognized as enhancers of cognition and associated wi...
Abstract: Games are no longer just for fun; they offer potentially powerful learning environments. T...
This paper explores how media education principles can be extended to digital games, and whether the...
This research explores the rationale behind the utilisation of electronic games in education. A qual...
Relevant literature suggests that today’s children possess digital skills and competences that set t...
There is a good body of literature about digital-game-based language learning (DGBL), but research h...
Digital game-based learning is a research field within the context of technology-enhanced learning t...
There is considerable enthusiasm in many quarters for the incorporation of digital games into the cl...
There is growing interest in the use of games for educational purposes, particularly with regard to ...
This qualitative study aims to evaluate digital games as a learning tool, by reviewing the experienc...
There is considerable enthusiasm in many quarters for the incorporation of digital games into the cl...
International audienceIn a context characterized by a growing gap between youth digital culture and ...
This paper presents a case study analyzing which learning cognitive strategies are employed by stude...
Digital game making is becoming an increasingly common means of learning in schools due to the appea...
This research to practice paper uses a Technology Acceptance Model (TAM) to explore the factors that...
In addition to entertainment, games have been recognized as enhancers of cognition and associated wi...
Abstract: Games are no longer just for fun; they offer potentially powerful learning environments. T...
This paper explores how media education principles can be extended to digital games, and whether the...