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pro vyhledávání: '"Game-enhanced learning"'
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Akademický článek
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Akademický článek
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Autor:
Väisänen, Ari-Pekka
Videopelit ovat alati kasvava populaarikulttuurin ja viihteen muoto. Videopelit ovat saavuttaneet myös akateemisen tutkimustyön mielenkiinnon mm. tietokoneavusteisen kielenoppimisen (computer-assisted language learning, CALL) ja peleihin pohjautuva
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od______1222::11603f2c47286487a76e76d4c0457c06
http://urn.fi/URN:NBN:fi:jyu-201803221813
http://urn.fi/URN:NBN:fi:jyu-201803221813
Autor:
Reng, Lars, Schoenau-Fog, Henrik
Publikováno v:
Reng, L & Schoenau-Fog, H 2016, The Game Enhanced Learning Model : Mapping Gamebased Learning for Educators . in T Connolly & L Boyle (eds), Proceedings of The 10th European Conference on Games Based Learning . Academic Conferences and Publishing International, pp. 559-564, 10th European Conference on Games Based Learning, Paisley, United Kingdom, 06/10/2016 .
In this paper, we will introduce the Game Enhanced learning Model (GEM), which describes a range of gameoriented learning activities. The model is intended to give an overview of the possibilities of game-based learning in general and all the way up
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=dedup_wf_001::c5c44e24d0751ff5c7dac5837731d206
https://vbn.aau.dk/da/publications/0493d94a-867f-4fd2-a44f-49617f283ee3
https://vbn.aau.dk/da/publications/0493d94a-867f-4fd2-a44f-49617f283ee3
Publikováno v:
International Journal of Game-Based Learning (IJGBL) 4 (2014): 21–36. doi:10.4018/IJGBL
info:cnr-pdr/source/autori:Bottino R.M., Ott M., Tavella M./titolo:Serious Gaming at School: Reflections on Students' Performance, Engagement and Motivation/doi:10.4018%2FIJGBL/rivista:International Journal of Game-Based Learning (IJGBL)/anno:2014/pagina_da:21/pagina_a:36/intervallo_pagine:21–36/volume:4
info:cnr-pdr/source/autori:Bottino R.M., Ott M., Tavella M./titolo:Serious Gaming at School: Reflections on Students' Performance, Engagement and Motivation/doi:10.4018%2FIJGBL/rivista:International Journal of Game-Based Learning (IJGBL)/anno:2014/pagina_da:21/pagina_a:36/intervallo_pagine:21–36/volume:4
The concept of Serious Gaming refers to the adoption of classical entertainment games for purposes other than entertainment, including learning and instruction. In this paper the authors report on a Serious Gaming field experiment where typical board
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=cnr_________::79b9d7862d20bd764afc9e20ba0b2a9d
Publikováno v:
International Journal of Game-Based Learning
International Journal of Game-Based Learning, IGI Global, 2014, 4 (1), pp.21-36. ⟨10.4018/IJGBL.2014010102⟩
International Journal of Game-Based Learning, IGI Global, 2014, 4 (1), pp.21-36. ⟨10.4018/IJGBL.2014010102⟩
International audience; The concept of Serious Gaming refers to the adoption of classical entertainment games for purposes other than entertainment, including learning and instruction. In this paper we report on a Serious Gaming field experiment wher
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::82a44f485853e67f0347287330cc4de5
https://hal.archives-ouvertes.fr/hal-00984380/document
https://hal.archives-ouvertes.fr/hal-00984380/document
Publikováno v:
IndraStra Global.
Introducing digital educational games into class lessons can generate engagement, interactivity, and motivation. It can also result in an active participation of the students in the classroom. To achieve this goal, one teaching strategy is to use onl
Publikováno v:
7th European Conference on Games-Based Learning, pp. 62–71, Porto, Portugal, 3-4 October 2013
info:cnr-pdr/source/autori:Rosa Maria Bottino, Michela Ott and Mauro Tavella/congresso_nome:7th European Conference on Games-Based Learning/congresso_luogo:Porto, Portugal/congresso_data:3-4 October 2013/anno:2013/pagina_da:62/pagina_a:71/intervallo_pagine:62–71
info:cnr-pdr/source/autori:Rosa Maria Bottino, Michela Ott and Mauro Tavella/congresso_nome:7th European Conference on Games-Based Learning/congresso_luogo:Porto, Portugal/congresso_data:3-4 October 2013/anno:2013/pagina_da:62/pagina_a:71/intervallo_pagine:62–71
Is there any relationship between school performance and the ability to play digital mind games? This paper tries to answer this key question and in doing so, it draws on a long-term research experiment conducted in primary schools and dealing with t
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=cnr_________::351c3925403ba49981915b182e611537
http://www.cnr.it/prodotto/i/261702
http://www.cnr.it/prodotto/i/261702
Autor:
AA. VV.
Publikováno v:
info:cnr-pdr/source/autori:AA. VV./titolo:New pedagogical approaches in game enhanced learning: curriculum integration/editore:/anno:2013
This book is set at the juncture of two research fields: Technology Enhanced Learning and Game-Based Learning. It is one of the outcomes from GEL (Game Enhanced Learning), a one-year "Theme Team" initiative supported by the STELLAR Network of Excelle
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=cnr_________::551fada02e3ce2fd008deeef3c0f1bad
https://publications.cnr.it/doc/207869
https://publications.cnr.it/doc/207869