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1. Timing of instructional materials and types of gameplay for interdisciplinary learning: A comparative experimental study.

2. Competency model development: The backbone of successful stealth assessments.

3. The Use of Teacher-Made Digital Games in Teaching Mathematics 3.

4. “Platformed post-feminist negotiation:” decoding gender politics in Chinese female-orientated love simulation games.

5. User Experience Techniques Adopted by Brazilian Game Development Studios: An Exploratory Study.

6. A scoping review about the portrayal of mental illness in commercial video games.

7. Precarious love of eSports players in China: work-and-play amidst love and precarity.

8. The integration of digital games in elementary schools: The principals' point of view.

10. A Typology of Metagamers: Identifying Player Types Based on Beyond the Game Activities.

11. Sound Design and Audiovisual Memory in the Instantiation of Digital Game Worlds: An Essay on Iconophonics

12. DiGIBST: An inquiry-based digital game-based learning pedagogical model for science teaching

13. Outcome measurement of cognitive impairment and dementia in serious digital games: a scoping review.

14. Digital Games and The City: About Reality, Commuting and Gamification.

15. Students' and facilitators' experiences with synchronous and asynchronous online dialogic discussions and e-facilitation in understanding the Nature of Science.

16. Use of Digital Games in Mathematics Education in Turkey: A Systematic Review Study.

17. JOGOS DIGITAIS NO ENSINO DA MATEMÁTICA: UMA EXPERIÊNCIA COM ESTUDANTES DA EDUCAÇÃO DE JOVENS E ADULTOS.

18. CONTRIBUIÇÃO DE JOGOS DIGITAIS NO ENSINO DE MATEMÁTICA: REVISÃO SISTEMÁTICA DA LITERATURA.

19. LOS JUEGOS DIGITALES COMO RECURSO PARA EL DESARROLLO SOCIOEDUCATIVO DE LAS ENTIDADES LOCALES.

20. Yetitabletilla® pelaamisen vaikutukset ikääntyneiden laaja-alaiseen toimintakykyyn ja fyysiseen sekä sosiaaliseen aktiivisuuteen palvelukotiympäristössä: Kvasikokeellisen interventiotutkimuksen protokolla.

21. Digital Game-Based Language Learning (DGBL): An Analysis of Polish and Spanish Teacher Candidates' Knowledge and Attitudes.

22. DiGIBST: An inquiry-based digital game-based learning pedagogical model for science teaching.

23. META-LUDOLOGICAL NARRATIVE IN DIGITAL GAMES: A STUDY ON ALAN WAKE II.

24. The Impact of Using Educational and Digital Games on Middle School Students Science Achievement.

25. Using Digital Game-Based Learning in Mathematics Education: A Case Study with Teacher Training Students.

26. Digital games as contexts for problem-based learning in a Korean middle school.

27. Replay

28. Engagement Guidelines for Cultural Tourism Mobile Applications

29. A Prototype Catalog of Adaptation Resources to Support Game Designers in Developing Accessible Digital Games

30. Dimensions of Space in Digital Games

31. Digital-Game-Based Language Learning: An Exploration of Attitudes Among Teacher Aspirants in a Non-metropolitan Area

34. Adoption of Digital Games as Pedagogical Aids for Teachers and Pupils in Primary Schools to Overcome Learning Problems in Arithmetic

35. Game-Based Solutions for Impacting Digital Competences in Aged Populations: Insights from an Empathetic Workshop

36. Exploring the Variables of Empathy in Gamers: A Comprehensive Survey

37. Meaning in Digital Games: A Mixed Methods Investigation

38. 'I Hope There Are Beasties in the Next One': Positivity Through Interaction in Death-Themed Digital Games

40. Developing a Digital Gaming Intervention with Yetitablet® to Improve Older People’s Functioning and Activity in Long-Term-Care – a Feasibility Study

42. MAP-Elites with Transverse Assessment for Multimodal Problems in Creative Domains

43. The Impact of Wind Simulation on Perceived Realism of Players

44. 'Looking up the Camera to Play Right': An Interview Study of the Implications of Cinematic Storytelling in Game Design

47. Design of Decision Tree-Based Face Emotion Interaction in Contextual Game

49. Accessibility in Digital Games

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