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1. Why and How to Define Educational Video Games?

2. Learning Vocabulary via Video Games: A Case Study of Saudi University Students.

3. Developing a game design framework to embed student-centred learning.

4. Connect the dots: connecting problem solving and videogames in initial training of early childhood education teachers.

5. Todos contra la máquina.

6. Gamification in Higher Education: A Literature Review.

7. THE DIMENSIONS OF GAMEPLAY: PRESENTING AN ALTERNATIVE TO VIDEO GAME COPYRIGHTS FOR GAMES WITHOUT NARRATIVES.

8. Generation Z and Millennial esports gamers' perceived toxicity risk and game brand loyalty: moderated mediation effects of brand identification, self-efficacy, and support from game brand.

9. A study of Flow and Its Factors Towards Compulsive Buying Based on Player Behavior of Mobile Legends In-Game Items.

10. Super Smash Sisters: Critical Literacy, Gender, and Video Games in the Elementary Classroom.

11. Artificial-intelligence-powered customer service management in the logistics industry.

12. Learning and skill set formation: A structural examination of version upgrades, user visibility, and AI strategies.

13. GAME-DEV SOCIALLY RESPONSIBLE. IS CSR IN THE VIDEO GAME INDUSTRY MORE THAN IMAGE-BUILDING ACTIVITIES? ANALYSIS AND DISCUSSION ON THE EXAMPLE OF SELECTED INDUSTRY PLAYERS.

15. Videogames: escapism or an effective tool for anticorruption enlightenment?

16. Fortnite as a physics laboratory.

17. Evaluating Video Games as Tools for Education on Fake News and Misinformation.

18. APPLYING VIDEO GAME MOTIVATION FOR CREATING ENGAGING EDUCATIONAL ACTIVITIES.

20. Game Production Studies: by Olli Sotamaa and Jan Švlech, Amsterdam University Press, Amsterdam, Netherlands, 2021, €109,00/Open Access 9789463725439.

21. Role-play experience's effect on students' 21st century skills propensity.

22. The impact of time devoted to video games on student achievement.

23. Factors affecting the Acceptance of Video Games as a Tool to improve students' academic performance in Physical Education.

24. Digital games in engineering education: systematic review and future trends.

25. SERIOUS VIDEO GAMES IN ENGINEERING EDUCATION: A SCOPING REVIEW.

26. Conditions for the successful mastering of virtual reality technology by schoolchildren.

27. ›Assassin’s Creed‹ in the Classroom : History’s Playground or a Stab in the Dark?

28. Gamifying the Music Classroom : Digital Tools for Practical Application

29. Reimagining Boredom in Classrooms Through Digital Game Spaces : Sociomaterial Perspectives

30. Gaming and Geography : A Multi-perspective Approach to Understanding the Impacts on Geography (Education)

31. Level Up Your Learning: The Power of Gamification

32. Fashion and game design as hybrid practices: approaches in education to creating fashion-related experiences in digital worlds.

33. MICROPAYMENTS IN GAMES USING THE FIFA SERIES AS AN EXAMPLE - FUN OR E-GAMBLING ACCESSIBLE TO CHILDREN? DISCUSSION AROUND CONTROVERSY AND REGULATION.

34. Metodología que combina el entretenimiento y el aprendizaje para desarrollar videojuegos educativos.

35. Learning analytics application to examine validity and generalizability of game‐based assessment for spatial reasoning.

36. Examining the effects of mixed and non‐digital gamification on students' learning performance, cognitive engagement and course satisfaction.

37. Implicaciones cognitivas y emocionales de la implementación de un videojuego para el aprendizaje de contenidos de ciencias en Primaria.

38. MASTER-CIO: Uma Aplicação Transdisciplinar de Serious Games para o Ensino de Tecnologia da Informação.

39. THE USE OF INNOVATIVE TECHNOLOGIES FOR THE FORMATION OF ECONOMIC COMPETENCE OF PRIMARY SCHOOL STUDENTS.

40. FINANCE MANAGEMENT IN A TURBULENT ENVIRONMENT ON THE EXAMPLE OF A COMPANY OPERATING IN THE VIDEO GAMES INDUSTRY.

41. The Role of Games in Professional Education in the GameDev Industry.

42. HabitFun videogame as a tool to support the generation of good hygiene habits in elementary school children.

43. Second Life As a Virtual Playground for Language Education : A Practical Guide for Teaching and Research

44. Simulations in the Political Science Classroom : Games Without Frontiers

45. Playful Pedagogy in the Pandemic : Pivoting to Game-Based Learning

46. Les usages pédagogiques des jeux vidéos Assassin's Creed

47. Games As Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning : Strategies & Resources

48. Using Video Games to Level Up Collaboration for Students : A Fun, Practical Way to Support Social-emotional Skills Development

49. Game-Based Learning in Education and Health - Part A

50. A NAGY SZABADULÁS? CSAPATÉPÍTŐ MEGOLDÁSOK A COVID-19 JÁRVÁNY ALATT.

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