The role of serious games, gamification and industry 4.0 tools in the education 4.0 paradigm

F Almeida, J Simoes - Contemporary Educational Technology, 2019 - dergipark.org.tr
Education 4.0 is a new educational paradigm that intends toaddress the needs and
potentialities of the fourth industrial revolution. Education 4.0 builds on the concept of …

Games and simulation in higher education

AA Juan, B Loch, T Daradoumis, S Ventura - International Journal of …, 2017 - Springer
The evolution of computer technologies, together with the increasing speed of Internet-
based communications, has promoted the use of simulation software and serious games in …

Educational digital games: models and implementation

AV Tokarieva, NP Volkova, IV Harkusha - 2019 - elibrary.kdpu.edu.ua
Nowadays, social media, ICT, mobile technologies and applications are increasingly used
as tools for communication, interaction, building up social skills and unique learning …

Gamification and active learning in higher education: is it possible to match digital society, academia and students' interests?

LR Murillo-Zamorano, JÁ López Sánchez… - International Journal of …, 2021 - Springer
This study aims to examine whether it is possible to match digital society, academia and
students interests in higher education by testing to what extent the introduction of …

Integration of Industry 4.0 technologies with Education 4.0: advantages for improvements in learning

EB Moraes, LM Kipper… - … Technology and Smart …, 2023 - emerald.com
Purpose The purpose of this study is to identify the uses of Industry 4.0 technologies in the
area of education and how they contribute to learning in addition to highlighting at what …

Active learning and education 4.0 for complex thinking training: analysis of two case studies in open education

A Patiño, MS Ramírez-Montoya… - Smart Learning …, 2023 - Springer
This article focuses on empirically analyzing the final products designed by 147 academics
from 11 countries who participated in an international open education movement workshop …

The place of game‑based learning in an age of austerity

N Whitton - Electronic Journal of e-Learning, 2012 - academic-publishing.org
Digital games have the potential to create active and engaging environments for learning,
supporting problem‑solving, communication and group activities, as well as providing a …

Educational games and virtual reality as disruptive technologies

J Psotka - Journal of Educational Technology & Society, 2013 - JSTOR
New technologies often have the potential for disrupting existing established practices, but
nowhere is this so pertinent as in education and training today. And yet, education has been …

A study on exploiting commercial digital games into school context

H Panoutsopoulos, D Sampson - Educational Technology and Society, 2012 - JSTOR
Digital game-based learning is a research field within the context of technology-enhanced
learning that has attracted significant research interest. Commercial off-the-shelf digital …

[PDF][PDF] Can the game-based learning come? Virtual classroom in higher education of 21st century.

PS Lengyel - International Journal of Emerging Technologies in …, 2020 - academia.edu
In recent years, the growing popularity of gamification in learning-organization has shown
that it will become an integral part of both traditional and online education at different …