Zobrazeno 1 - 10
of 15
pro vyhledávání: '"motivation in games"'
Publikováno v:
Jurnal PAJAR (Pendidikan dan Pengajaran), Vol 5, Iss 3, Pp 757-764 (2021)
The pandemic happened around the world has brought a major impact on the hfield of ealth and economy, as well as education. The government closed crowded places, offices, and schools. The school closures resulted in children in a situation called Sta
Externí odkaz:
https://doaj.org/article/dce27786ac4f4f68914a5d1a2be0ace1
Muhiddinova Kamola Botir qizi, Namangan Business and Science University 1 st year master’s student https://doi.org/10.5281/zenodo.8053850 Abstract This article explores the use of games as an educational tool to engage and motivate students in the
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::0bf353545097f9f8752bfec889880ae7
Autor:
Faniya Avzalovna Akhmedshina
In the conditions of the modern dynamically developing world, the current education system, along with the improvement of the forms and methods that have justified themselves in the practice of educational activities, form a student who is able to in
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::7b04d3e01858e6cbd9eda3daf8966a78
Autor:
D.Umirzoqova
Basing on pedagogical technologies in education and striving for innovation, using various interactive methods aimed at activating students helps to effectively implement the goal of education. Taking into account the above, this article provides inf
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::3923391e3bd0ece9ce2f32d21a7a708b
Publikováno v:
Jurnal Pendidikan dan Kebudayaan, Vol 20, Iss 3, Pp 310-327 (2015)
The purpose of this study was to determine the influence of Teams Games Tournament learning model of modified outbound based on Physics learning achievement to students’ learning motivation. The type of the study was quasi-experimental in the form
Externí odkaz:
https://doaj.org/article/ebf6025e6cc948c1be7abb63de574189
Autor:
M.Jumayeva M.Rashidova
This article describes the process of influence of game technology on changing students' motivation. The introduction of game technologies in the teaching of the English language helps to increase the interest of students in learning science and to b
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::3d205ddb47ec0fb218efa04b3ca2edbe
Traditional mind sports are extremely suitable for online environment, so various specialized platforms, were developed for this purpose. Although online games are technically superior and popular, many players argue that online play lacks “the gam
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::5e0e6806936e05233fe7643149eb9a41
https://doi.org/10.4018/978-1-7998-7707-3.ch050
https://doi.org/10.4018/978-1-7998-7707-3.ch050
Autor:
Mesa Cano, Jorge Hernán
This work seeks to establish the contribution of the implementation of Cafet, a card game based on the coffee industry and framed in the category of game based learning (GBL), on the teaching of entrepreneurship in universities in Central and South A
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od______3896::70d3d857a6e25686c7d2b3d86656999a
http://revistas.ustatunja.edu.co/index.php/ivestigium/article/view/1974
http://revistas.ustatunja.edu.co/index.php/ivestigium/article/view/1974
Publikováno v:
Jurnal Pendidikan dan Kebudayaan, Vol 20, Iss 3, Pp 310-327 (2015)
The purpose of this study was to determine the influence of Teams Games Tournament learning model of modified outbound based on Physics learning achievement to students’ learning motivation. The type of the study was quasi-experimental in the form
Publikováno v:
ETD-Educação Temática Digital; v. 15 n. 1 (2013): Número Temático: "Práticas educativas, formação de professores e inclusão social"; 16-32
ETD-Educação Temática Digital; Vol. 15 No. 1 (2013): Número Temático: "Práticas educativas, formação de professores e inclusão social"; 16-32
ETD-Educação Temática Digital; Vol. 15 Núm. 1 (2013): Número Temático: "Práticas educativas, formação de professores e inclusão social"; 16-32
ETD-Educação Temática Digital
Universidade Estadual de Campinas (UNICAMP)
instacron:UNICAMP
ETD-Educação Temática Digital; Vol. 15 No. 1 (2013): Número Temático: "Práticas educativas, formação de professores e inclusão social"; 16-32
ETD-Educação Temática Digital; Vol. 15 Núm. 1 (2013): Número Temático: "Práticas educativas, formação de professores e inclusão social"; 16-32
ETD-Educação Temática Digital
Universidade Estadual de Campinas (UNICAMP)
instacron:UNICAMP
Serious games have been studied with the objective to provide ways of combining learning/knowledge with entertainment. In Brazil it is known that a small proportion of older people have access to computers, and that a larger part already has access t
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od______3056::115cb974da929072e5530cfa9f390606
https://periodicos.sbu.unicamp.br/ojs/index.php/etd/article/view/1292
https://periodicos.sbu.unicamp.br/ojs/index.php/etd/article/view/1292