標題: Titlebook: Game-based Learning Across the Disciplines; Carmela Aprea,Dirk Ifenthaler Book 2021 The Editor(s) (if applicable) and The Author(s), under [打印本頁] 作者: 方面 時間: 2025-3-21 17:22
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書目名稱Game-based Learning Across the Disciplines讀者反饋學科排名
作者: 臨時抱佛腳 時間: 2025-3-21 22:38
Game-Based Learning in Economics Education at?Upper Secondary Level: The Impact of Game Mechanics an importance in and out of schools and is linked to high expectations in terms of motivation and learning success. There are numerous digital and analog serious games offered by a wide range of providers with respect to economics, particularly to promote financial literacy. However, there is little e作者: foodstuff 時間: 2025-3-22 02:48
Game Design in Financial Literacy: Exploring Design Patterns for a Collaborative and Inclusive Serioned, and it is shown how collaborative problem-solving can be fostered and assessed in a serious game for financial literacy. Game-based learning has the potential for an inclusive learner target group. At the same time, the design process of a specific serious game is based on the instructional app作者: 可卡 時間: 2025-3-22 05:09
Development and Pilot Testing of a Financial Literacy Game for Young Adults: The Happy Life Game and skills. While interventions can increase financial knowledge, they frequently do not produce sustainable long-term improvements of financial competence. For this reason, a financial literacy board game has been developed that links emotional, motivational, and cognitive processes to encourage t作者: Inveterate 時間: 2025-3-22 09:03
Business Simulation Games: Three Cases from Supply Chain Management, Marketing, and Business Strategtors employed simulation games with high fidelity to create low threat, repeatable opportunities to learn. The purpose of this chapter is to explore some of the theoretical business concepts and models underpinning the use of educational games in business disciplines and explore how those are embedd作者: Cleave 時間: 2025-3-22 14:11 作者: Cleave 時間: 2025-3-22 18:52 作者: 文藝 時間: 2025-3-23 00:09 作者: 莊嚴 時間: 2025-3-23 04:43 作者: 六個才偏離 時間: 2025-3-23 09:28
A Naturalistic Inquiry Into Digital Game-Based Learning in Stem Classes From the Instructors’ Perspered interview is used to gain insights from four instructors into their teaching practices of integrating the Variant game into STEM classes. Thematic analysis is used to generate codes, define themes, and produce the reports in this study. The findings of the study indicate that the successful inte作者: obviate 時間: 2025-3-23 11:12
Designing an Augmented Reality Digital Game for Adaptive Number Knowledge Development is a need for research and evidence to connect the design of augmented reality programs to learning science theories. To address this gap, this paper presents the iterative design of an augmented reality mathematics board game, .. The design of the game leverages three learning science theories—cog作者: engagement 時間: 2025-3-23 15:08 作者: Microaneurysm 時間: 2025-3-23 19:24 作者: 厚顏無恥 時間: 2025-3-23 23:53 作者: 文藝 時間: 2025-3-24 04:19
The Teacher-Centered Perspective on Digital Game-Based Learninga critical factor for the successful distribution of DGBL applications in teaching. Previous work has identified various aspects in the promotion of teachers’ acceptance of DGBL, such as context factors (e.g., skills training, availability of technical support) and software requirements (e.g., ease 作者: OTHER 時間: 2025-3-24 08:18
Narrative, Video Games, and Performance In Situstory-like (e.g., Tetris). From a literacy perspective, narrative extends beyond the .. Literacy, similarly, is more than discrete acts of listening, speaking, reading, or writing that is typically associated with narrative storytelling. Literacy, in its most inclusive and broad sense, involves the 作者: 欄桿 時間: 2025-3-24 14:26 作者: 使習慣于 時間: 2025-3-24 16:40
https://doi.org/10.1007/978-3-662-39563-9s a trialogue with nonplaying characters to foster and assess collaborative problem-solving. The presented serious game is innovative as it was developed along the design-based research approach, where scientists and practitioners collaborate. Further research needs to be done regarding the implemen作者: Oligarchy 時間: 2025-3-24 19:34
https://doi.org/10.1007/978-3-662-39561-5l as the necessary mathematical, personal, and social competencies that influence financial decision-making. The game also considers personal incentives for financial decisions based on the latest findings in the field of happiness research. This paper will present the theoretical foundations of ser作者: Humble 時間: 2025-3-24 23:48 作者: 針葉 時間: 2025-3-25 06:58
https://doi.org/10.1007/978-3-662-39562-2portunities for reflection. Role-play enabled students to play conflict actors and supported cooperative learning goals while shaping student perspectives on the conflict. In this chapter, we discuss the . project through these theoretical lenses and describe the ways in which the game’s design refl作者: MUMP 時間: 2025-3-25 10:20
https://doi.org/10.1007/978-3-662-39501-1 We will first discuss cognitive scaffolding for mathematical problem representation embedded in an architecture-themed game that promotes middle graders’ mathematical problem-solving. The second case involves providing multiple representations of learning aids incorporated in a virtual-reality simu作者: 火車車輪 時間: 2025-3-25 15:16 作者: 赦免 時間: 2025-3-25 16:30 作者: Generalize 時間: 2025-3-26 00:02
Sites and Regulation of Biosynthesis of SAAtudent perspectives. However, shifting the focus to teachers and DGBL teaching approaches may help to overcome common acceptance problems and promote DGBL in the educational environment. For this reason, this chapter aims to provide an overview of quantitative and qualitative methods from diverse di作者: 誓言 時間: 2025-3-26 04:01 作者: Cuisine 時間: 2025-3-26 05:39 作者: Rheumatologist 時間: 2025-3-26 09:55
Development and Pilot Testing of a Financial Literacy Game for Young Adults: The Happy Life Gamel as the necessary mathematical, personal, and social competencies that influence financial decision-making. The game also considers personal incentives for financial decisions based on the latest findings in the field of happiness research. This paper will present the theoretical foundations of ser作者: 松緊帶 時間: 2025-3-26 16:40 作者: 熟練 時間: 2025-3-26 20:49
Gameful Learning and the Syrian Conflict: Developing Global Learning Competencies in a Complex Conflportunities for reflection. Role-play enabled students to play conflict actors and supported cooperative learning goals while shaping student perspectives on the conflict. In this chapter, we discuss the . project through these theoretical lenses and describe the ways in which the game’s design refl作者: CANE 時間: 2025-3-26 22:58
Designing Dynamic Learning Supports for Game and Simulation-Based Learning in STEM Education We will first discuss cognitive scaffolding for mathematical problem representation embedded in an architecture-themed game that promotes middle graders’ mathematical problem-solving. The second case involves providing multiple representations of learning aids incorporated in a virtual-reality simu作者: 碎石頭 時間: 2025-3-27 03:14 作者: Cytokines 時間: 2025-3-27 07:21
Play Attention: Thinking Like a Game Designer with Online Instructional Designe principles of game mechanics and gameplay, to optimally include game elements into learning to enhance student motivation. At the end of this chapter, we describe two projects we worked on where we used the principles and methods outlined in this chapter to design game-based learning at a small sc作者: BOGUS 時間: 2025-3-27 11:01
The Teacher-Centered Perspective on Digital Game-Based Learningtudent perspectives. However, shifting the focus to teachers and DGBL teaching approaches may help to overcome common acceptance problems and promote DGBL in the educational environment. For this reason, this chapter aims to provide an overview of quantitative and qualitative methods from diverse di作者: single 時間: 2025-3-27 16:55 作者: 別名 時間: 2025-3-27 18:52 作者: majestic 時間: 2025-3-28 00:28
https://doi.org/10.1007/978-3-662-39557-8 importance in and out of schools and is linked to high expectations in terms of motivation and learning success. There are numerous digital and analog serious games offered by a wide range of providers with respect to economics, particularly to promote financial literacy. However, there is little e作者: 攤位 時間: 2025-3-28 05:00
https://doi.org/10.1007/978-3-662-39563-9ned, and it is shown how collaborative problem-solving can be fostered and assessed in a serious game for financial literacy. Game-based learning has the potential for an inclusive learner target group. At the same time, the design process of a specific serious game is based on the instructional app作者: 敲竹杠 時間: 2025-3-28 08:32 作者: elucidate 時間: 2025-3-28 10:43 作者: 線 時間: 2025-3-28 14:56 作者: Heart-Rate 時間: 2025-3-28 21:11
https://doi.org/10.1007/978-3-662-39562-2s low-fidelity, 3-h simulation was designed to address global learning programs and course outcomes by asking students to analyze events from multiple geopolitical perspectives while role-playing key actors and organizations in the Syria conflict. Game design was grounded in high-impact curriculum d作者: 藥物 時間: 2025-3-29 02:58
https://doi.org/10.1007/978-3-662-39501-1. To be specific, the features of support should cater to the cognitive and affective states of the learners. Although recent research has started to investigate in-game learning supports, design inquiry governing unobtrusive and dynamic learning supports in technology-rich and complex learning envi作者: Decrepit 時間: 2025-3-29 07:08
https://doi.org/10.1007/978-3-662-39564-6n and Care (ECEC). We discuss how differing expectations of various actors have influenced the concept, structure, and content of the app. The app discussed here is part of a project that aims to raise future educators’ levels of awareness of STEM learning opportunities for kindergarten children. A 作者: arterioles 時間: 2025-3-29 08:22 作者: 戲法 時間: 2025-3-29 11:55
https://doi.org/10.1007/978-3-658-13086-2 is a need for research and evidence to connect the design of augmented reality programs to learning science theories. To address this gap, this paper presents the iterative design of an augmented reality mathematics board game, .. The design of the game leverages three learning science theories—cog作者: Preamble 時間: 2025-3-29 18:24
https://doi.org/10.1007/978-3-322-83367-9ts to learn mathematics through playing a digital educational game that scaffolded their reasoning, critical thinking, and problem-solving in mathematics, specifically algebra. One of the main challenges was how to conduct an effective assessment to investigate the impact of the game on the desirabl作者: 改革運動 時間: 2025-3-29 22:48 作者: Mawkish 時間: 2025-3-30 02:52
B. Skogen,K. Sletten,T. Lea,J. B. Natvigand game mechanics to design game-based learning in online higher education courses. In this chapter, we explain why game-based learning can be impactful and describe strategies for thinking like a pedagogue and a game designer simultaneously. First, we describe how Self-Determination Theory (SDT) c作者: 討厭 時間: 2025-3-30 07:07
Sites and Regulation of Biosynthesis of SAAa critical factor for the successful distribution of DGBL applications in teaching. Previous work has identified various aspects in the promotion of teachers’ acceptance of DGBL, such as context factors (e.g., skills training, availability of technical support) and software requirements (e.g., ease 作者: overture 時間: 2025-3-30 10:44 作者: MOTTO 時間: 2025-3-30 13:13
https://doi.org/10.1007/978-3-030-75142-5game-based learning; serious games; games in disciplines; STEM games; educational and psychological rese作者: enchant 時間: 2025-3-30 19:48 作者: Etymology 時間: 2025-3-30 20:55
Game-based Learning Across the Disciplines978-3-030-75142-5Series ISSN 2567-8086 Series E-ISSN 2567-8485 作者: 半身雕像 時間: 2025-3-31 02:04
Carmela Aprea,Dirk IfenthalerFocuses on the advances in game-based learning across various disciplines.Includes contributions by international collaborators.Presents current perspectives on the methods and solutions in game-based作者: REIGN 時間: 2025-3-31 06:43 作者: monopoly 時間: 2025-3-31 11:06
https://doi.org/10.1007/978-3-662-39557-8present chapter are (a) the presentation of a newly developed serious game to promote financial literacy, (b) its theoretical background, and (c) a description of the method of the empirical study regarding the observation of the effects of GBL on students’ basic needs experience as well as their content interest within the financial domain.作者: INCUR 時間: 2025-3-31 16:10 作者: 明確 時間: 2025-3-31 20:45
Applying Insights from Behavioral Finance and Learning Theory in Designing a Financial Education Ser discuss why these theories are suitable for financial education and the extent to which these theories were taken into account in the development of the financial education serious game. The final game is presented, and the theories considered in the game are discussed.作者: 業(yè)余愛好者 時間: 2025-4-1 01:37
Game-Based Learning in Economics Education at?Upper Secondary Level: The Impact of Game Mechanics anpresent chapter are (a) the presentation of a newly developed serious game to promote financial literacy, (b) its theoretical background, and (c) a description of the method of the empirical study regarding the observation of the effects of GBL on students’ basic needs experience as well as their content interest within the financial domain.作者: 象形文字 時間: 2025-4-1 04:03
The Iteration of Design and Assessment for a Digital Game to Support Reasoning in a College Algebra t and a natural classroom setting, such as recruiting participants, attrition, time limitation, and timing of the semester, we were challenged to seek ways to conduct assessments that are both scientific and feasible, which in turn helped us to improve the design features, functionality, and quality of the educational game.作者: 忍耐 時間: 2025-4-1 07:19