Zeitschriftenartikel zum Thema „Teaching aspects in digital games“
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Petri, Giani, Alejandro Calderón, Christiane Gresse von Wangenheim, Adriano Borgatto, and Mercedes Ruiz. "Games for Teaching Software Project Management: An Analysis of the Benefits of Digital and Non-Digital Games." JUCS - Journal of Universal Computer Science 24, no. (10) (2018): 1424–51. https://doi.org/10.3217/jucs-024-10-1424.
Der volle Inhalt der QuelleTeixeira, 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 QuelleValentová, Monika, and Peter Brečka. "Assessment of Digital Games in Technology Education." International Journal of Engineering Pedagogy (iJEP) 13, no. 2 (2023): 36–63. http://dx.doi.org/10.3991/ijep.v13i2.35971.
Der volle Inhalt der QuelleTrinh Thi Phuong, Thao, Nam Danh Nguyen, Dinh Ngo Van, Hang Nguyen Thi Thu, and Thanh Nguyen Chi. "Factors Influencing the Use of Digital Games in Teaching: An Exploratory Study in the Context of Digital Transformation in Northern Vietnam." International Journal of Emerging Technologies in Learning (iJET) 18, no. 08 (2023): 164–82. http://dx.doi.org/10.3991/ijet.v18i08.36243.
Der volle Inhalt der QuelleSantos, Danielle de Sousa Silva dos, Luciane Ferreira Mocrosky, and Josiel de Oliveira Batista. "Jogos Digitais como Possibilidade para a Alfabetização Matemática: Endereçamentos da Literatura para a Prática Docente." Jornal Internacional de Estudos em Educação Matemática 14, no. 4 (2021): 459–68. http://dx.doi.org/10.17921/2176-5634.2021v14n4p459-468.
Der volle Inhalt der QuelleHaqe, Aulia Izzul, Putri Ayu Wulandari, and Windi Wulandari Iman Utama. "Digital Handbook Development Design "Religious Board Games" for Early Childhood." JETISH: Journal of Education Technology Information Social Sciences and Health 2, no. 1 (2023): 503–8. http://dx.doi.org/10.57235/jetish.v2i1.388.
Der volle Inhalt der QuelleRay, Moniza, and Ajit Ilangovan. "Digital Game-Based Learning in Higher Education: ESL Teachers and Students Perceptions." World Journal of English Language 14, no. 5 (2024): 638. http://dx.doi.org/10.5430/wjel.v14n5p638.
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 QuelleCekić, Marko. "Video Games as a Teaching Material." Društvene i humanističke studije (Online) 7, no. 2(19) (2022): 551–70. http://dx.doi.org/10.51558/2490-3647.2022.7.2.551.
Der volle Inhalt der QuelleTrinh, Thi Hang, Minh Ngoc Nguyen, and Thi Thanh Huong Tran. "Teachers and Students' Perceptions of Using Digital Games in Improving Vocabulary at Non-English-majored Class." AsiaCALL Online Journal 13, no. 5 (2022): 112–31. http://dx.doi.org/10.54855/acoj.221358.
Der volle Inhalt der QuelleIsnaini, Rahma Amini, and Fauzia Fauzia. "ANALYZING TEACHING SPEAKING METHODS IN DIGITAL ERA." Premise: Journal of English Education 13, no. 2 (2024): 641. http://dx.doi.org/10.24127/pj.v13i2.9651.
Der volle Inhalt der QuelleTari, Nirmala, and Ni Putu Dianita Safitri. "Using Games: Role Play and Kahoot in English Language Teaching and Learning for Tourism Students." Jurnal Manajemen Pelayanan Hotel 7, no. 2 (2023): 1093. http://dx.doi.org/10.37484/jmph.070226.
Der volle Inhalt der QuelleNipo, Daniel, David Gadelha, Mirian da Silva, and Andiara Lopes. "Game-Based Learning: Possibilities of an Instrumental Approach to the FEZ Game for the Teaching of the Orthographic Drawings System Concepts." Journal on Interactive Systems 14, no. 1 (2023): 231–43. http://dx.doi.org/10.5753/jis.2023.3190.
Der volle Inhalt der QuelleSu, Fan, Di Zou, Haoran Xie, and Fu Lee Wang. "A Comparative Review of Mobile and Non-Mobile Games for Language Learning." SAGE Open 11, no. 4 (2021): 215824402110672. http://dx.doi.org/10.1177/21582440211067247.
Der volle Inhalt der QuelleRodrigues, Ana Paula Cavadas, Raquel Moreira Machado Fernandes, Leniah Lima Teixeira, Gabrielle Bandeira Alves, Carlo Emmanoel Tolla de Oliveira, and Claudia Lage Rebello da Motta. "Digital and Scientific Literacy with Games: A Pedagogical Process Based on System Engineering." Journal on Interactive Systems 12, no. 1 (2021): 219–31. http://dx.doi.org/10.5753/jis.2021.1885.
Der volle Inhalt der QuellePala, Fatih. "The effect of teaching history subjects in social studies course with digital games on student academic success and creative thinking." Innoeduca. International Journal of Technology and Educational Innovation 10, no. 2 (2024): 67–92. https://doi.org/10.24310/ijtei.102.2024.17817.
Der volle Inhalt der QuelleFalcinelli, Floriana, and Caterina Moscetti. "Teaching digital skills to future teachers: a distance workshop experience." Research on Education and Media 13, no. 2 (2021): 11–17. http://dx.doi.org/10.2478/rem-2021-0007.
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 QuelleNitisakunwut, Panicha, Gwo-Jen Hwang, and Natthaphong Chanyoo. "Pedagogical Design Perspective of Digital Game-Based English Language Learning." International Journal of Online Pedagogy and Course Design 12, no. 4 (2022): 1–28. http://dx.doi.org/10.4018/ijopcd.311437.
Der volle Inhalt der QuelleKarapuzova, N., Ye Pochynok, and O. Palekha. "GAME TECHNOLOGIES IN THE PROCESS OF TEACHING MATHEMATICS TO PRIMARY SCHOOL STUDENTS: AN ERGONOMIC DIMENSION." Aesthetics and Ethics of Pedagogical Action, no. 31 (June 3, 2025): 230–39. https://doi.org/10.33989/2226-4051.2025.31.331624.
Der volle Inhalt der QuelleGee, Elisabeth, and James Paul Gee. "Games as Distributed Teaching and Learning Systems." Teachers College Record: The Voice of Scholarship in Education 119, no. 12 (2017): 1–22. http://dx.doi.org/10.1177/016146811711901202.
Der volle Inhalt der QuelleNikolova, Mariyana, and Tanya Evtimova. "Digital Educational Tools – Potential, Application, and Perspectives." Mathematics, Computer Science and Education 5, no. 1 (2022): 64–83. http://dx.doi.org/10.54664/malf1684.
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 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 QuelleEsteban, Allan Jay. "Theories, Principles, and Game Elements that Support Digital Game-Based Language Learning (DGBLL): A Systematic Review." International Journal of Learning, Teaching and Educational Research 23, no. 3 (2024): 1–22. http://dx.doi.org/10.26803/ijlter.23.3.1.
Der volle Inhalt der QuelleGuerra, Joaquim. "AND NOW WHAT (PART 2)? LANGUAGE TEACHING: WHAT DID WE LEARN AND WHAT REMAINS AFTER THE LOCKDOWNS?" American Journal of Social Science and Education Innovations 05, no. 06 (2023): 18–25. http://dx.doi.org/10.37547/tajssei/volume05issue06-05.
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 QuelleOkraj, Zofia. "Dissemination of the Digital TA project and addressing students’ fears, needs, and creativity in the didactic game ‘Adventures of a novice teacher’." Problemy Opiekuńczo-Wychowawcze 634, no. 9 (2024): 25–36. https://doi.org/10.5604/01.3001.0054.8984.
Der volle Inhalt der QuelleRodrigues, Carlota, Joana Martinho Costa, and Sérgio Moro. "Assessment Patterns during Portuguese Emergency Remote Teaching." Sustainability 14, no. 5 (2022): 3131. http://dx.doi.org/10.3390/su14053131.
Der volle Inhalt der QuelleNurul, Hanan, Dinar Mutiara Kusumo Nugraheni, Beta Noranita, and Nurdin Bahtiar. "Pengembangan Game Edukasi Digital Tema Seni dan Bahasa dengan Metode Multimedia Development Life Cycle." Jurnal Sistem Informasi Bisnis 14, no. 3 (2024): 302–10. http://dx.doi.org/10.21456/vol14iss3pp302-310.
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 QuelleAriati, Shinta Dwi, and Iswahyuni Iswahyuni. "Students’ Perceptions Towards the Application of Gamification in English Class." ELLITE: Journal of English Language, Literature, and Teaching 8, no. 1 (2023): 20–28. http://dx.doi.org/10.32528/ellite.v8i1.15297.
Der volle Inhalt der QuelleCristiano, Natal Tonéis, and Monteiro Paulo Rosa. "From the Constitution of Knowledge to Playing the Game Slice Fractions." From the Constitution of Knowledge to Playing the Game Slice Fractions 8, no. 9 (2023): 16. https://doi.org/10.5281/zenodo.10021713.
Der volle Inhalt der QuelleABDUL GHANI, MOHAMMAD TAUFIQ, and WAN AB AZIZ WAN DAUD. "The Impact of Digital Game-Based Learning Towards Arabic Language Communication." Jurnal Komunikasi: Malaysian Journal of Communication 39, no. 1 (2023): 407–24. http://dx.doi.org/10.17576/jkmjc-2023-3901-23.
Der volle Inhalt der QuelleSorensen, Elsebeth Korsgaard. "Symposium 6: Democratic Collaborative Dialogue and Negotiation of Meaning in Digital Teaching and Learning Environments." Proceedings of the International Conference on Networked Learning 7 (May 3, 2010): 566–73. http://dx.doi.org/10.54337/nlc.v7.9230.
Der volle Inhalt der QuelleTawalai, Noppawan, and Thapanee Seechaliao. "The Development of a Blended Instructional Model Using the Inquiry Process with Digital Games to Enhance Analytical Thinking Skills for Primary Students." Journal of Education and Learning 14, no. 2 (2024): 89. http://dx.doi.org/10.5539/jel.v14n2p89.
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 QuelleAs Sayfullooh, Istiqomah, Irdamurni, Maria Montessori, Alwen Bentri, Agung Marhadi, and Nafsi Latifah. "Integrating Role-playing into Board Games for History Education: Developing Non-digital Media to Boost Social Interaction." MIMBAR PGSD Undiksha 12, no. 3 (2024): 596–608. https://doi.org/10.23887/jjpgsd.v12i3.87049.
Der volle Inhalt der QuelleAgustina, Ika, Rommel Sinaga, and Pirman Ginting. "Teaching Digital Pragmatics: Politeness Strategies and Face Negotiation in Real-Time Game-Based Interaction." Elsya : Journal of English Language Studies 7, no. 2 (2025): 174–88. https://doi.org/10.31849/elsya.v7i2.25061.
Der volle Inhalt der QuelleEgamkulov, Zh, and I. Gabdrakipova. "Formation of Intercultural Competence in the Context of Globalization: Problems and Solutions in Teaching Foreign Languages." Bulletin of Science and Practice 11, no. 5 (2025): 461–67. https://doi.org/10.33619/2414-2948/114/66.
Der volle Inhalt der QuelleDorouka, Pandora, Stamatios Papadakis, and Michael Kalogiannakis. "The Contribution of the Health Crisis to Young Children’s Nano-literacy through STEAM Education." Hellenic Journal of STEM Education 2, no. 1 (2021): 1–7. http://dx.doi.org/10.51724/hjstemed.v2i1.18.
Der volle Inhalt der QuelleShaffer, David Williamson, Padraig Nash, and A. R. Ruis. "Technology and the New Professionalization of Teaching." Teachers College Record: The Voice of Scholarship in Education 117, no. 12 (2015): 1–30. http://dx.doi.org/10.1177/016146811511701205.
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 QuelleKoegst, Lara. "Potentials of Digitally Guided Excursions at Universities Illustrated Using the Example of an Urban Geography Excursion in Stuttgart." KN - Journal of Cartography and Geographic Information 72, no. 1 (2022): 59–71. http://dx.doi.org/10.1007/s42489-022-00097-4.
Der volle Inhalt der QuelleStaaby, Tobias. "The Expert, The Novice, and The Skeptic: Game Literacy and Pedagogical Practice." European Conference on Games Based Learning 18, no. 1 (2024): 772–79. http://dx.doi.org/10.34190/ecgbl.18.1.2701.
Der volle Inhalt der QuellePalha, Sonia, and Ljerka Jukić Matić. "Predisposition of In-Service Teachers to Use Game-Based Pedagogy." Electronic Journal of e-Learning 21, no. 4 (2023): 286–98. http://dx.doi.org/10.34190/ejel.21.4.3135.
Der volle Inhalt der QuelleNajib, Ahmad Farhan Rif'an. "INTEGRASI GAME EDUKATIF DALAM PEMBELAJARAN BAHASA ARAB: ANALISIS EFEKTIVITAS, TANTANGAN, DAN STRATEGI IMPLEMENTASI." EDUTECH 24, no. 2 (2025): 774–87. https://doi.org/10.17509/e.v24i2.80544.
Der volle Inhalt der QuelleTaran, Iryna. "Musical Activities and Games in the Process of Learning to Play the Piano." Musical art in the educological discourse, no. 8 (2024): 36–40. http://dx.doi.org/10.28925/2518-766x.2023.86.
Der volle Inhalt der QuelleKariyati, Ani Kariyati, Syahrul ., and Mukhaiyar . "The “The benefits of wordwall games for teaching and learning Mandarin language." Bambuti 6, no. 1 (2024): 15–24. http://dx.doi.org/10.53744/bambuti.v6i1.98.
Der volle Inhalt der QuelleKeya, Rashika Tasnim. "Emergency Preparedness Training Using Virtual Reality Games: Allowing Knowledge Transfer in the Digital Age." European Conference on Knowledge Management 25, no. 1 (2024): 369–78. http://dx.doi.org/10.34190/eckm.25.1.2890.
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