2022
DOI: 10.1504/ijmlo.2022.121886
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Effects of a mobile game on students' learning achievements and motivations in a clinical chemistry course: learning style differences

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Cited by 8 publications
(7 citation statements)
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“…Además, la dinámica seguida en las experiencias de mobile learning en relación al trabajo de los estudiantes facilitó su autorregulación (Eom, 2022). Asimismo, la alta satisfacción de la experiencia se vinculó con el aumento de la motivación (Bunyakul, Wiwatwattana & Panjaburee, 2022).…”
Section: Discussionunclassified
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“…Además, la dinámica seguida en las experiencias de mobile learning en relación al trabajo de los estudiantes facilitó su autorregulación (Eom, 2022). Asimismo, la alta satisfacción de la experiencia se vinculó con el aumento de la motivación (Bunyakul, Wiwatwattana & Panjaburee, 2022).…”
Section: Discussionunclassified
“…El uso del mobile learning se ha extendido en la enseñanza universitaria debido a sus buenos resultados (Cabero-Almenara et al, 2019;Razzaque, 2020). Algunos de los resultados que se están obteniendo con la aplicación de esta metodología en la Universidad son: facilita la autorregulación de los estudiantes (Eom, 2022); mejora el rendimiento académico (Crompton & Burke, 2018;Troussas, Krouska & Sgouropoulou, 2020); aumenta la motivación (Bunyakul, Wiwatwattana & Panjaburee, 2022); e implica el desarrollo de la competencia digital (Dafonte-Gómez, Maina & García-Crespo, 2021).…”
unclassified
“…Among several learning approaches, situational game-based learning is considered a way to improve learning engagement through interactive learning contexts (Bunyakul et al, 2022;Lin et al, 2020).…”
Section: Introductionmentioning
confidence: 99%
“…Among several learning approaches, situational game‐based learning is considered a way to improve learning engagement through interactive learning contexts (Bunyakul et al, 2022; Lin et al, 2020). However, since the learning content in the medical field is more serious, relatively few studies were found to adopt game‐based learning in medical education (Graham & Williams, 2016; Sanchez et al, 2016), which mainly focuses on medical or nursing skills (Lu et al, 2018; Yoo & Lee, 2015).…”
Section: Introductionmentioning
confidence: 99%
“…Previous literature has proven their effectiveness from different perspectives. For example, it is believed that digital games can bring about positive learning outcomes, such as an increase in learners' self‐efficacy (Castañeda & Cho, 2016; Wang & Zheng, 2021), greater learning motivation (Bunyakul et al, 2022; Chen & Wu, 2021; Peterson, 2016), better critical thinking skills (Chen & Wu, 2021; Hussein et al, 2019), better communicative skills (Reinders & Wattana, 2015; Yamazaki, 2018) and collaborative learning skills (Pitura & Terlecka‐Pacut, 2018; Yamazaki, 2018). However, some researchers argue that a digital game, in itself, is not a sufficient learning tool.…”
Section: Introductionmentioning
confidence: 99%