Timing of learning supports in educational games can impact students' outcomes

S Rahimi, VJ Shute, C Fulwider, K Bainbridge… - Computers & …, 2022 - Elsevier
Learning does not automatically occur by playing educational games; instead, learning
opportunities should be carefully designed in such games. For instance, research has …

Computational thinking for the digital age: a systematic review of tools, pedagogical strategies, and assessment practices

TSS Rao, KK Bhagat - Educational technology research and development, 2024 - Springer
Computational thinking (CT) has received growing interest as a research subject in the last
decade, with research contributions attempting to capitalize on the benefits that CT may …

Development of a comprehensive process for introducing game-based learning in higher education for lecturers

M Fernández-Raga, D Aleksić, AK İkiz, M Markiewicz… - Sustainability, 2023 - mdpi.com
Emerging trends such as digitalization, globalization, and the COVID-19 pandemic are
forcing higher education institutions to undergo constant organizational and technological …

Study of the impact of social learning and gamification methodologies on learning results in higher education

ME Sousa‐Vieira, JC López‐Ardao… - Computer …, 2023 - Wiley Online Library
In this study, as the last step of a longitudinal study of the impact of social learning and
gamification methodologies on learning results in higher education, we have recorded the …

Enhancing safety training performance using extended reality: a hybrid delphi–AHP multi-attribute analysis in a Type-2 fuzzy environment

A Shringi, M Arashpour, EM Golafshani, T Dwyer… - Buildings, 2023 - mdpi.com
Safety training effectively addresses the inexperience of and lack of knowledge among
construction workers, which are some of the most significant contributors to workplace …

A game-based learning method to teach project management–the case of the earned value management

E Jääskä, J Kujala, K Aaltonen - Cogent Education, 2023 - Taylor & Francis
The earned value management (EVM) is a project management method for monitoring and
controlling project expenditure and progress. Teaching EVM is challenging as the method …

The effects of game quality and cognitive loads on students' learning performance in mobile game-based learning contexts: The case of system analysis education

YC Liu, WT Wang, WH Huang - Education and Information Technologies, 2023 - Springer
Prior research has demonstrated the advantages of applying mobile game-based learning
(MGBL) applications to supporting students' learning. However, studies that specifically …

A Determinant of Optimal and Inhibited Mobile Language Learning Activity Quiz Level Length.

J Byrne - International Journal of Interactive Mobile …, 2023 - search.ebscohost.com
Learner analytic exploratory research, concerned with mobile app learner survivability, was
conducted. An app was developed to indicate productivity of quiz app usage for global …

How academic hardiness mediates the relationship between students' digital informal learning and their academic performance?

Z Rafatjoo, E Heidari, G Salimi… - Interactive Learning …, 2024 - Taylor & Francis
In today's technological world, the impact of digital informal learning on learners'
performance is crucial. This study aimed to investigate the mediating role of academic …

Android Game HUPROSED (Human Reproductive System and Sex Education) as Learning Media on Human Reproductive System Topic.

PS Melati, EC Prima - Journal of Science Learning, 2023 - ERIC
The topic of the Human Reproductive System integrated with comprehensive sex education
was selected for this research because the concept of the human reproductive system is …