2014 International Conference on Computer and Information Sciences (ICCOINS) 2014
DOI: 10.1109/iccoins.2014.6868839
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Students' inclinations towards games and perceptions of Game-Based Learning (GBL)

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Cited by 2 publications
(8 citation statements)
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“…For example, in An et al's [9] study, researchers measured teachers' perceived benefits of educational games by asking if they believed educational games could help their students learning (e.g., knowledge acquisitions, motivation). Similarly, Ariffin et al [12] measured if students saw the learning potentials of computer games. However, Marino et al [20] and Israel et al [21] operationalized students' perceptions of game-based teaching by measuring if they were interested in it or if they believed that this teaching method would make science learning more fun.…”
Section: Operationalization Of Perceptions Of Game-based Science Teachingmentioning
confidence: 99%
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“…For example, in An et al's [9] study, researchers measured teachers' perceived benefits of educational games by asking if they believed educational games could help their students learning (e.g., knowledge acquisitions, motivation). Similarly, Ariffin et al [12] measured if students saw the learning potentials of computer games. However, Marino et al [20] and Israel et al [21] operationalized students' perceptions of game-based teaching by measuring if they were interested in it or if they believed that this teaching method would make science learning more fun.…”
Section: Operationalization Of Perceptions Of Game-based Science Teachingmentioning
confidence: 99%
“…According to a large-scale census conducted by Common Sense Media in 2019, more than half of teenagers play video games for an average of 2 h per day [11]. However, one cannot take students' positive attitudes toward game-based teaching for granted simply due to the popularity of video games among teenagers [12]. Gameplay for leisure at home and gameplay for learning purposes in the classroom are different.…”
Section: Introductionmentioning
confidence: 99%
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“…Há autores que são a favor desses jogos educativos por motivar aos estudantes o aprendizado tradicional sem perceber que está estudando. Também há autores que veem isso como uma forma negativa, por gerar a impressão que o processo de estudar é algo negativo e que deve ficar escondido atrás do entretenimento (Ariffin, Oxley, & Sulaiman, 2014).…”
Section: Referencial Teóricounclassified
“…Embora os jogos educativos eletrônicos estejam presentes desde meados do século passado, apenas no ano de 2000, o termo Game-Based Learning (GBL) começou a ser utilizado (Ariffin et al, 2014). Foi através desta metodologia não tradicionalista e com o uso de recursos presentes na vida de muitos estudantes, que os jogos começaram a ser tratados como uma ferramenta que pode permitir o aumento no interesse dos estudos pelos alunos, com maior facilidade comparada com as metodologias tradicionais (Luo, Wei, & Zhang, 2010).…”
Section: Referencial Teóricounclassified