Zeitschriftenartikel zum Thema „Teaching aspects in digital games“
Geben Sie eine Quelle nach APA, MLA, Chicago, Harvard und anderen Zitierweisen an
Machen Sie sich mit Top-50 Zeitschriftenartikel für die Forschung zum Thema "Teaching aspects in digital games" bekannt.
Neben jedem Werk im Literaturverzeichnis ist die Option "Zur Bibliographie hinzufügen" verfügbar. Nutzen Sie sie, wird Ihre bibliographische Angabe des gewählten Werkes nach der nötigen Zitierweise (APA, MLA, Harvard, Chicago, Vancouver usw.) automatisch gestaltet.
Sie können auch den vollen Text der wissenschaftlichen Publikation im PDF-Format herunterladen und eine Online-Annotation der Arbeit lesen, wenn die relevanten Parameter in den Metadaten verfügbar sind.
Sehen Sie die Zeitschriftenartikel für verschiedene Spezialgebieten durch und erstellen Sie Ihre Bibliographie auf korrekte Weise.
Teixeira, Rafael Buback, Luiz Henrique Lima Faria, Vitor Murari Corrêa, Jonas Paluci Barbosa, and Max Filipe Silva Gonçalves. "EFFICIENCY OF DIGITAL SERIOUS GAMES FOR TEACHING IN THE SIMULATION DISCIPLINE." RINTERPAP - Revista Interdisciplinar de Pesquisas Aplicadas 2, no. 1 (2021): 31–40. http://dx.doi.org/10.47682/2675-6552.v2n1p31-40.
Der volle Inhalt der QuelleMorais, Dyego Carlos Sales de, and Taciana Pontual da Rocha Falcão. "Abordagem Participativa de Desenvolvimento de Jogos Digitais Educacionais no Contexto Escolar." Revista Brasileira de Informática na Educação 27, no. 01 (2019): 132. http://dx.doi.org/10.5753/rbie.2019.27.01.132.
Der volle Inhalt der QuelleAlkan, Ayşe, and Hüseyin Mertol. "Teacher candidates’ state of using digital educational games." International Journal of Evaluation and Research in Education (IJERE) 8, no. 2 (2019): 344. http://dx.doi.org/10.11591/ijere.v8i2.19260.
Der volle Inhalt der QuelleVitytė, Birutė. "Possibilities of the Application of Digital Games in the Implementation of the Curriculum of Arts Subject." Pedagogika 123, no. 3 (2016): 120–38. http://dx.doi.org/10.15823/p.2016.37.
Der volle Inhalt der QuelleRibeiro, Maria Do Céu. "Analog and Digital Games as a Pedagogical Tool in the Teacher Training Context." Research in Social Sciences and Technology 4, no. 2 (2019): 163–73. http://dx.doi.org/10.46303/ressat.04.02.12.
Der volle Inhalt der QuelleMozelius, Peter, Wilfredo Hernandez, Johan Sällström, and Andreas Hellerstedt. "Teacher Attitudes Toward Game-based Learning in History Education." International Journal of Information and Communication Technologies in Education 6, no. 4 (2017): 27–35. http://dx.doi.org/10.1515/ijicte-2017-0017.
Der volle Inhalt der QuelleEl Arroum, Fatima-Zohra, Mostafa Hanoune, and Youness Zidoun. "Serious Game Design: Presenting a New Generic Creative Reflection Framework." International Journal of Emerging Technologies in Learning (iJET) 15, no. 19 (2020): 247. http://dx.doi.org/10.3991/ijet.v15i19.15603.
Der volle Inhalt der QuelleKuncoro, Roni Yudo, Triyanto Triyanto, and Rini Triastuti. "Constraints in the Implementation of Digital Ethics in SMA Muhammadiyah 1 Surakarta." Budapest International Research and Critics in Linguistics and Education (BirLE) Journal 3, no. 1 (2020): 157–63. http://dx.doi.org/10.33258/birle.v3i1.767.
Der volle Inhalt der QuelleAraújo de Medeiros, Romero, Raniella Lima, Denise Silva, and Luis Paulo Mercado. "Jogos digitais como estratégia de ensino-aprendizagem no ensino superior. A construção e aplicação do jogo “Renascença” na disciplina de literatura." Obra digital, no. 10 (March 5, 2016): 69–83. http://dx.doi.org/10.25029/od.2016.74.10.
Der volle Inhalt der QuelleEt.al, Charanjit Kaur Swaran Singh. "A Review of Data Analysis for Gamification: Challenges, Motivations, Recommendations and Methodological Aspects." Turkish Journal of Computer and Mathematics Education (TURCOMAT) 12, no. 3 (2021): 928–60. http://dx.doi.org/10.17762/turcomat.v12i3.828.
Der volle Inhalt der QuelleKononenko, Natalie. "Ukraine Alive—A Teaching Website that Continues to Teach Its Creators." East/West: Journal of Ukrainian Studies 4, no. 1 (2017): 129. http://dx.doi.org/10.21226/t2fs3f.
Der volle Inhalt der QuelleСапицька, О. М. "The role of video games in obtaining and disseminating historical knowledge." ВІСНИК СХІДНОУКРАЇНСЬКОГО НАЦІОНАЛЬНОГО УНІВЕРСИТЕТУ імені Володимира Даля, no. 3(259) (February 18, 2020): 62–70. http://dx.doi.org/10.33216/1998-7927-2020-259-3-62-70.
Der volle Inhalt der QuelleLópez Belmonte, Jesús, Santiago Pozo Sánchez, Arturo Fuentes Cabrera, and Manuel Ricardo Vicente Bujez. "Los juegos populares como recurso didáctico para la mejora de hábitos de vida saludables en la era digital (Popular games as a teaching resource for the improvement of healthy living habits in the digital time)." Retos, no. 36 (March 14, 2019): 266–72. http://dx.doi.org/10.47197/retos.v36i36.67812.
Der volle Inhalt der QuelleJamaluddin, Junaidah, Mahathir Mahali, Norlaila Mohd Din, Mohamad Azmi Nias Ahmad, Nur Syazwani Mohamad Fadzillah, and Faizan Abdul Jabar. "Students’ Motivation Level in Gamification of Accounting Teaching and Learning – A Case of ‘Accounting on the Block’." Social and Management Research Journal 17, no. 1 (2020): 17. http://dx.doi.org/10.24191/smrj.v17i1.8140.
Der volle Inhalt der QuelleKarbowniczek, Jolanta, and Beata Kucharska. "Coronavirus as an (Anti)Hero of Fairy Tales and Guides for Children." Multidisciplinary Journal of School Education 9, (2) 18 (2020): 121–40. http://dx.doi.org/10.35765/mjse.2020.0918.06.
Der volle Inhalt der QuelleParada Castro, Ángel, Manuela Raposo-Rivas, and MªEsther Martínez-Figueira. "¿Mejorar la atención con videojuegos? Un estudio de caso/Improving attention with videogames? A case study." REOP - Revista Española de Orientación y Psicopedagogía 29, no. 3 (2018): 94. http://dx.doi.org/10.5944/reop.vol.29.num.3.2018.23323.
Der volle Inhalt der QuelleTeixeira, Rafael Buback, Luiz Henrique Lima Faria, Jonas Paluci Barbosa, and Fábio Firme da Costa. "VALIDATION OF ACD GAME 3D USING A TECHNOLOGY ACCEPTANCE MODEL (TAM)." RINTERPAP - Revista Interdisciplinar de Pesquisas Aplicadas 1, no. 1 (2020): 44–60. http://dx.doi.org/10.47682/2675-6552.v1n1p44-60.
Der volle Inhalt der QuelleYa'u, Lawali, Bashir Idris, and Nazirah Binti Mat Sin. "Technology Acceptance Model and the Use of Digital Game-Based Learning (DGBL)." International Research Journal of Electronics and Computer Engineering 1, no. 1 (2015): 24. http://dx.doi.org/10.24178/irjece.2015.1.1.24.
Der volle Inhalt der QuelleBaêta, F. J., B. M. Souza, G. B. Marinhoi, et al. "KREBER`S ADVENTURES: COMPUTER GAME ABOUT THE ATP FORMATION." Revista de Ensino de Bioquímica 13 (August 24, 2015): 11. http://dx.doi.org/10.16923/reb.v13i2.579.
Der volle Inhalt der QuelleOdacıoğlu, Mehmet Cem, Chek Kim Loi, Şaban Köktürk, and Nazan Müge Uysal. "The Position of Game Localization Training within Academic Translation Teaching." Journal of Language Teaching and Research 7, no. 4 (2016): 675. http://dx.doi.org/10.17507/jltr.0704.06.
Der volle Inhalt der QuelleChimenti, Maria Carolina Coelho, and Heloísa Andreia de Matos Lins. "Uma pesquisa-ação no ensino-aprendizagem da língua inglesa para crianças com uso de tecnologias digitais / An action research in english language teaching and learning for children with use of digital technologies." Texto Livre: Linguagem e Tecnologia 9, no. 2 (2016): 128–47. http://dx.doi.org/10.17851/1983-3652.9.2.128-147.
Der volle Inhalt der QuellePopechitelev, Evgeniy P., та Oleksandr Yu Burov. "СИНТЕТИЧЕСКАЯ ОБУЧАЮЩАЯ СРЕДА: ОСОБЕННОСТИ ПРОЕКТИРОВАНИЯ". Information Technologies and Learning Tools 66, № 4 (2018): 1. http://dx.doi.org/10.33407/itlt.v66i4.2427.
Der volle Inhalt der QuelleMorales Díaz, Marina. "VIABILIDAD DEL USO DEL VIDEOJUEGO EN EL AULA: OPINIONES PRÁCTICAS DE LOS MAESTROS EN PRE-SERVICIO." EDMETIC 7, no. 2 (2018): 78. http://dx.doi.org/10.21071/edmetic.v7i2.11101.
Der volle Inhalt der QuelleLamrani, Rachid, and El Abdelwahed. "Game-based learning and gamification to improve skills in early years education." Computer Science and Information Systems 17, no. 1 (2020): 339–56. http://dx.doi.org/10.2298/csis190511043l.
Der volle Inhalt der QuelleGunanto, Samuel Gandang. "Penciptaan Permainan Digital Edukatif Berbasis Wawasan Budaya Dan Pendidikan Karakter." Journal of Animation & Games Studies 2, no. 2 (2017): 207. http://dx.doi.org/10.24821/jags.v2i2.1421.
Der volle Inhalt der QuelleXodabande, Ismail. "Iranian EFL Learners’ Preferences of Different Digital Technologies for Language Learning Beyond the Classroom." International Journal of Education and Literacy Studies 6, no. 3 (2018): 20. http://dx.doi.org/10.7575/aiac.ijels.v.6n.3p.20.
Der volle Inhalt der QuelleOzdamli, Fezile. "Message from Editor." World Journal on Educational Technology 8, no. 2 (2016): 74. http://dx.doi.org/10.18844/wjet.v8i2.967.
Der volle Inhalt der QuelleMolines, Nathalie, and Carine Henriot. "Coupling a collaborative digital map and a dashboard: an optimal starting point for urban project learning in engineer training? The case of the serious game “Urb’Act”." Abstracts of the ICA 1 (July 15, 2019): 1–2. http://dx.doi.org/10.5194/ica-abs-1-254-2019.
Der volle Inhalt der QuelleMcCall, Jeremiah. "Teaching History With Digital Historical Games." Simulation & Gaming 47, no. 4 (2016): 517–42. http://dx.doi.org/10.1177/1046878116646693.
Der volle Inhalt der QuelleRedekopp, Reynold. "Teaching Digital Games in Preservice Teacher Education." International Journal of Technology and Inclusive Education 2, no. 1 (2013): 124–29. http://dx.doi.org/10.20533/ijtie.2047.0533.2013.0018.
Der volle Inhalt der QuelleSykes, Julie M. "Digital games and language teaching and learning." Foreign Language Annals 51, no. 1 (2018): 219–24. http://dx.doi.org/10.1111/flan.12325.
Der volle Inhalt der QuelleXie, Bo Yang, and De Cai Zhao. "Digital Games and Independent Learning." Applied Mechanics and Materials 333-335 (July 2013): 2183–86. http://dx.doi.org/10.4028/www.scientific.net/amm.333-335.2183.
Der volle Inhalt der QuelleLiu, Eric Zhi Feng. "Avoiding Internet Addiction when Integrating Digital Games into Teaching." Social Behavior and Personality: an international journal 39, no. 10 (2011): 1325–35. http://dx.doi.org/10.2224/sbp.2011.39.10.1325.
Der volle Inhalt der QuelleArbuckle MacLeod, Caroline. "Undergraduate Teaching and Assassin's Creed." Advances in Archaeological Practice 9, no. 2 (2021): 101–9. http://dx.doi.org/10.1017/aap.2021.1.
Der volle Inhalt der QuelleNylund, Niklas. "Constructing Digital Game Exhibitions: Objects, Experiences, and Context." Arts 7, no. 4 (2018): 103. http://dx.doi.org/10.3390/arts7040103.
Der volle Inhalt der QuelleHazar, Esin. "Use of Digital Games in Teaching Vocabulary to Young Learners." Educatia 21, no. 19 (December 19, 2020): 98–104. http://dx.doi.org/10.24193/ed21.2020.19.12.
Der volle Inhalt der Quellede Castell, Suzanne, and Jennifer Jenson. "Digital Games for Education: When Meanings Play." Jouer, no. 9 (August 10, 2011): 113–32. http://dx.doi.org/10.7202/1005533ar.
Der volle Inhalt der QuelleGunawardhana, L. K. Pulasthi Dhananjaya. "Gender differences in learning mathematics with Digital Games." Psychology and Education Journal 58, no. 1 (2021): 4417–22. http://dx.doi.org/10.17762/pae.v58i1.1523.
Der volle Inhalt der QuelleSaleh, Magda, and Marwa Battisha. "A Proposed Paradigm for the Requirements for Designing and Using Digital Games-Based Learning by Educable Intellectual Disabled Children." Technium Social Sciences Journal 2 (January 9, 2020): 37–66. http://dx.doi.org/10.47577/tssj.v2i1.54.
Der volle Inhalt der QuelleHarvey, Alison. "Games as Education in the United Kingdom." Journal of Learning and Teaching in Higher Education 1, no. 1 (2018): 83–92. http://dx.doi.org/10.29311/jlthe.v1i1.2539.
Der volle Inhalt der QuelleAditya, Christian. "The Development Of Visual Aspects In Video Games Over The Years." ULTIMART Jurnal Komunikasi Visual 7, no. 2 (2016): 18–22. http://dx.doi.org/10.31937/ultimart.v7i2.385.
Der volle Inhalt der Quelleda Silva, Christian Nunes. "Interactive Digital Games for Geography Teaching and Understanding Geographical Space." Creative Education 06, no. 07 (2015): 692–700. http://dx.doi.org/10.4236/ce.2015.67070.
Der volle Inhalt der QuelleSmith, Ian. "Tuberculosis Control Learning Games." Tropical Doctor 23, no. 3 (1993): 101–3. http://dx.doi.org/10.1177/004947559302300304.
Der volle Inhalt der QuelleKowalczuk, Karol. "CREATIVE USE OF THE POTENTIAL OF VIRTUAL REALITY IN TEACHING." Zeszyty Naukowe Wyższej Szkoły Humanitas w Sosnowcu. Pedagogika 21 (November 24, 2020): 41–53. http://dx.doi.org/10.5604/01.3001.0014.5654.
Der volle Inhalt der QuelleRamos, Daniela, Bruna Santana Anastácio, Gleice Assunção da Silva, Clarissa Venturieri, Naomi Stange, and Maria Eduarda de Oliveira Martins. "Digital games, cognitive skills, and motivation:." International Journal for Innovation Education and Research 8, no. 5 (2020): 123–35. http://dx.doi.org/10.31686/ijier.vol8.iss5.2324.
Der volle Inhalt der QuelleLevchenko, Victoria, Elena Zharkhikh, and Olga Mironova. "PEDAGOGICAL ASPECTS OF DIGITAL PROFESSIONAL TEACHING SKILLS DEVELOPMENT." Vestnik of Samara State Technical University. Psychological and Pedagogical Sciences, no. 3 (September 2019): 79–88. http://dx.doi.org/10.17673/vsgtu-pps.2019.3.7.
Der volle Inhalt der QuelleLages e Silva, Rodrigo, Gabriela Da Silva Bulla, Leandro Paz Da Silva, and Julia De Campos Lucena. "Os serious games e os regimes de sensibilidade: Paradoxos do uso de jogos na formação humana." education policy analysis archives 26 (September 17, 2018): 117. http://dx.doi.org/10.14507/epaa.26.3867.
Der volle Inhalt der QuelleAlbert, Paul. "DIGITAL GAMES - A MAGICAL LEARNING TOOL FOR SLOW LEARNERS." International Journal of Research -GRANTHAALAYAH 6, no. 5 (2018): 407–12. http://dx.doi.org/10.29121/granthaalayah.v6.i5.2018.1468.
Der volle Inhalt der QuelleSaridaki, Maria, and Constantinos Mourlas. "Motivational Aspects of Gaming for Students with Intellectual Disabilities." International Journal of Game-Based Learning 1, no. 4 (2011): 49–59. http://dx.doi.org/10.4018/ijgbl.2011100105.
Der volle Inhalt der QuelleGiang, Nguyen Thi Huong, and Le Huy Cuong. "Evaluating Feasibility and Effectiveness of Digital Game-Based Instructional Technology." International Journal of Emerging Technologies in Learning (iJET) 16, no. 16 (2021): 4. http://dx.doi.org/10.3991/ijet.v16i16.23829.
Der volle Inhalt der Quelle