2015
DOI: 10.1016/j.compedu.2014.10.004
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Virtual CEOs: A blended approach to digital gaming for enhancing higher order thinking and academic achievement among vocational high school students

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Cited by 96 publications
(76 citation statements)
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References 29 publications
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“…Digital storytelling also has been favored as an entertaining means of honing learners' CTS by combining words, pictures, audio and video (Yang & Wu, 2012). McDonald (2017), Yang (2015), Yang and Chang (2013) all reported the efficacy of digital gaming in the development of students' higher order thinking through their more concentrated participation in and increased satisfaction with the design and production of the games. A similar result was found by Kong (2014Kong ( , 2015 with flipping-classroom pedagogy.…”
Section: Cts and Technology-integrated Instruction (Tii) Strategiesmentioning
confidence: 99%
“…Digital storytelling also has been favored as an entertaining means of honing learners' CTS by combining words, pictures, audio and video (Yang & Wu, 2012). McDonald (2017), Yang (2015), Yang and Chang (2013) all reported the efficacy of digital gaming in the development of students' higher order thinking through their more concentrated participation in and increased satisfaction with the design and production of the games. A similar result was found by Kong (2014Kong ( , 2015 with flipping-classroom pedagogy.…”
Section: Cts and Technology-integrated Instruction (Tii) Strategiesmentioning
confidence: 99%
“…Yang (2015) highlighted that collaboration is essential if teachers or educators want to promote learning and higher order thinking, such as critical reflection, problem-solving, reasoning and questioning, through online learning environments. Furthermore, there is interest in the possibilities and advantages of the combination of video games and collaborative learning, as it shows in Video Game-Supported Collaborative Learning or Venegas (2013Venegas ( , 2014 Higher Education Lindo-Salado-Echeverría, Sanz-Angulo, De-Benito-Martín, and Galindo-Melero (2015) VGSCL approach or collaborative game-based learning approach (Romero et al, 2012).…”
Section: Types Of Studies About the Use Of Video Games In Educationmentioning
confidence: 99%
“…Regarding video games and collaboration, Yang (2015), based on a review of the literature, made the following suggestions for the effective integration of digital gamebased learning: the use of collaboration, the provision of learning aids, scaffolding of learning and instructor orchestration, and a blended learning environment. Yang (2015) highlighted that collaboration is essential if teachers or educators want to promote learning and higher order thinking, such as critical reflection, problem-solving, reasoning and questioning, through online learning environments.…”
Section: Types Of Studies About the Use Of Video Games In Educationmentioning
confidence: 99%
“…Blended learning as a result of the development of information and communication technology in the learning system has been widely applied to vocational education programs (Bliuc et al, 2012;Pohl et al, 2005;Yang et al, 2015;Yalcinkaya, 2015;Stapa et al , 2014;Groschl et al, 2015). Given the technical education held at the Faculty of Engineering, State University of Malang including vocational education, the instructional design follows several indicators as follows such as: a) aspects of needs analysis, b) selection and order of competence, c) learning development, and d) evaluation of learning (Triyono, 2015: 61).…”
Section: Literature Reviewmentioning
confidence: 99%