2012
DOI: 10.1016/j.sbspro.2012.09.308
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Computer Games: Implementation into Teaching and Learning

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Cited by 16 publications
(11 citation statements)
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References 9 publications
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“…Students feel happy if teachers use interactive multimedia-based games as a instructional media. The findings support the results of research proving that the integration and implementation of computer games into the classroom can help students study more fun and effectively [15]. Students enjoy learning to use technology because they see technology as exciting and entertaining [16].…”
Section: Discussionsupporting
confidence: 78%
“…Students feel happy if teachers use interactive multimedia-based games as a instructional media. The findings support the results of research proving that the integration and implementation of computer games into the classroom can help students study more fun and effectively [15]. Students enjoy learning to use technology because they see technology as exciting and entertaining [16].…”
Section: Discussionsupporting
confidence: 78%
“…With the rise in popularity of computer or hand held device game playing, researchers are evaluating potential benefits of digital game-based learning (e.g., Hutton and Sundar, 2010; Starks, 2014; Hieftje et al, 2017; Yeh and Lin, 2018). Many studies have found that well-designed scholastic gaming environments can bolster engagement while additionally enhancing motivation and learning outcomes (e.g., Hutton and Sundar, 2010; Ahmad and Jaafar, 2012; Hung et al, 2012; Perrotta et al, 2013). Researchers have also demonstrated that computer-based games can be effective tools for motivating and engaging elementary learners for difficult subjects (Hieftje et al, 2017).…”
Section: Introductionmentioning
confidence: 99%
“…A játéktevékenység iránti motiváció származhat a narratív kontextusból, játékkörnyezetből, az elérendő, világosan megfogalmazott célokból, az állandó visszacsatolásból és a megszerzendő jutalmakból [16]. A játékos tanulás alapja az intrinzik, önjutalmazó motiváció, mely az új ingerek és korábbi tapasztalatok meglévő sémák közötti különbségekből alakul ki és forrását képezi az exploárciónak.…”
Section: áBra: a Digitális Játékok Alkalmazásához Szükséges Tényezők Saját áBraunclassified