2017
DOI: 10.17265/2161-623x/2017.09.003
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Learning on Gaming: A New Digital Game Based Learning Approach to Improve Education Outcomes

Abstract: Educational technologies that use more suitable tools to help students improve the teaching-learning process: games and video games are excellent educational vehicles. The project GeoQuest is a class-interactive role-playing computer game-computer class role plating game (CCRPG), to teach inter-disciplinary science and humanities. The students interact with the game using their own smartphone or tablet and the system collects the individual answers. Game paths, such as several activities, videos, animations, a… Show more

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Cited by 6 publications
(2 citation statements)
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“…Such competitions can facilitate growth mindsets, thanks to the engagement to improve themselves. Setting successive tasks to explore students' increasing skills may help them to appreciate their improving knowledge over time [45][46][47]. Skills of persistence, resilience, and grit are all components of mental toughness, and educational competitions allow students to practice these skills, discovering how to bend and not break under pressure and how to handle stressful situations through participation.…”
Section: The Importance Of An Educational Competitionmentioning
confidence: 99%
“…Such competitions can facilitate growth mindsets, thanks to the engagement to improve themselves. Setting successive tasks to explore students' increasing skills may help them to appreciate their improving knowledge over time [45][46][47]. Skills of persistence, resilience, and grit are all components of mental toughness, and educational competitions allow students to practice these skills, discovering how to bend and not break under pressure and how to handle stressful situations through participation.…”
Section: The Importance Of An Educational Competitionmentioning
confidence: 99%
“…Educational gamification improves learning experiences, engaging the students in a social, emotional, and cognitive level (Maraffi, Sacerdoti & Paris, 2017). According to Kiryakova, Angelova, and Yordanova (2013), gamification is an effective approach to make a positive change in students' behavior and attitude towards learning, to improve their motivation and engagement.…”
Section: Introductionmentioning
confidence: 99%