Essays about: "DGBL"
Found 5 essays containing the word DGBL.
-
1. Digital game-based learning and socioemotional skills : A quasi-experimental study of the effectiveness of digital-game based learning on the socioemotional skills of children with intellectual disability
University essay from Jönköping University/JTH, Avdelningen för datateknik och informatikAbstract : Digital games are being increasingly implemented in the educational sector to improvevarious skills. Among these the effectiveness of digital game-based learning (DGBL) on the socio-emotional ability of individuals have been investigated with overall positive results. READ MORE
-
2. Digital Game-based Learning: A Systematic Review of Barriers and Teachers’ Beliefs
University essay from Stockholms universitet/Institutionen för ämnesdidaktikAbstract : The aim of this systematic literature review is to examine the empirical evidence within the field of Digital Game-based Learning (DGBL) concerning teachers’ beliefs and experiences about digital games in relation to the different barriers that prevent them from using them in the classroom. The search yielded a total of 152 results, from which a total of 27 articles were included in the present study. READ MORE
-
3. The study of digital gamebased learning on motivating Chinese primary students to study mathematics
University essay from Linnéuniversitetet/Institutionen för informatik (IK)Abstract : The research focus of this paper discusses digital game-based learning as a novel learning approach and further emphasises on the empirical study of technologies motivating Chinese primary students to study and learn mathematics at home. Considering that digital game-based learning is still under development, the effects of it is still controversial. READ MORE
-
4. Computer gaming’s facilitation of the English subject : A quantitative research on the influence of computer gaming on students' English performance
University essay from Örebro universitet/Institutionen för humaniora, utbildnings- och samhällsvetenskapAbstract : The focus of this study is the correlation between spent time on gaming and student grades. It is my hypothesis that computer gaming has potential for students to acquire communicative competences in English. READ MORE
-
5. Mind the Gap : A qualitative study on preschool teachers’ perception on digital game-based learning
University essay from Stockholms universitet/Institutionen för pedagogik och didaktikAbstract : The research reported here is a qualitative case study aimed to identify the position of digital game-based learning (DGBL) in the public and private preschools of Stockholm. The research is placed within the broader framework of digital game-based learning and the practical implementation of digital games in education, while the emphasis of the study is given to the role of the teachers in the practical implementation of digital games into the classroom. READ MORE