Journal articles on the topic 'Teaching aspects in digital games'
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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 (March 24, 2021): 31–40. http://dx.doi.org/10.47682/2675-6552.v2n1p31-40.
Full textMorais, 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 (January 1, 2019): 132. http://dx.doi.org/10.5753/rbie.2019.27.01.132.
Full textAlkan, Ayşe, and Hüseyin Mertol. "Teacher candidates’ state of using digital educational games." International Journal of Evaluation and Research in Education (IJERE) 8, no. 2 (June 1, 2019): 344. http://dx.doi.org/10.11591/ijere.v8i2.19260.
Full textVitytė, Birutė. "Possibilities of the Application of Digital Games in the Implementation of the Curriculum of Arts Subject." Pedagogika 123, no. 3 (September 2, 2016): 120–38. http://dx.doi.org/10.15823/p.2016.37.
Full textRibeiro, 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 (November 8, 2019): 163–73. http://dx.doi.org/10.46303/ressat.04.02.12.
Full textMozelius, 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 (December 1, 2017): 27–35. http://dx.doi.org/10.1515/ijicte-2017-0017.
Full textEl 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 (October 5, 2020): 247. http://dx.doi.org/10.3991/ijet.v15i19.15603.
Full textKuncoro, 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 (February 4, 2020): 157–63. http://dx.doi.org/10.33258/birle.v3i1.767.
Full textAraújo 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.
Full textEt.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 (April 11, 2021): 928–60. http://dx.doi.org/10.17762/turcomat.v12i3.828.
Full textKononenko, Natalie. "Ukraine Alive—A Teaching Website that Continues to Teach Its Creators." East/West: Journal of Ukrainian Studies 4, no. 1 (March 4, 2017): 129. http://dx.doi.org/10.21226/t2fs3f.
Full textСапицька, 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.
Full textLópez 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.
Full textJamaluddin, 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 (February 28, 2020): 17. http://dx.doi.org/10.24191/smrj.v17i1.8140.
Full textKarbowniczek, Jolanta, and Beata Kucharska. "Coronavirus as an (Anti)Hero of Fairy Tales and Guides for Children." Multidisciplinary Journal of School Education 9, (2) 18 (December 31, 2020): 121–40. http://dx.doi.org/10.35765/mjse.2020.0918.06.
Full textParada 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 (December 31, 2018): 94. http://dx.doi.org/10.5944/reop.vol.29.num.3.2018.23323.
Full textTeixeira, 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 (September 25, 2020): 44–60. http://dx.doi.org/10.47682/2675-6552.v1n1p44-60.
Full textYa'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 (June 15, 2015): 24. http://dx.doi.org/10.24178/irjece.2015.1.1.24.
Full textBaêta, F. J., B. M. Souza, G. B. Marinhoi, J. G. Andrade, J. C. Souza, M. L. M. Bertoldi, and G. G. Hornink. "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.
Full textOdacıoğlu, 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 (July 1, 2016): 675. http://dx.doi.org/10.17507/jltr.0704.06.
Full textChimenti, 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 (December 9, 2016): 128–47. http://dx.doi.org/10.17851/1983-3652.9.2.128-147.
Full textPopechitelev, Evgeniy P., and Oleksandr Yu Burov. "СИНТЕТИЧЕСКАЯ ОБУЧАЮЩАЯ СРЕДА: ОСОБЕННОСТИ ПРОЕКТИРОВАНИЯ." Information Technologies and Learning Tools 66, no. 4 (September 30, 2018): 1. http://dx.doi.org/10.33407/itlt.v66i4.2427.
Full textMorales Díaz, Marina. "VIABILIDAD DEL USO DEL VIDEOJUEGO EN EL AULA: OPINIONES PRÁCTICAS DE LOS MAESTROS EN PRE-SERVICIO." EDMETIC 7, no. 2 (August 24, 2018): 78. http://dx.doi.org/10.21071/edmetic.v7i2.11101.
Full textLamrani, 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.
Full textGunanto, Samuel Gandang. "Penciptaan Permainan Digital Edukatif Berbasis Wawasan Budaya Dan Pendidikan Karakter." Journal of Animation & Games Studies 2, no. 2 (January 18, 2017): 207. http://dx.doi.org/10.24821/jags.v2i2.1421.
Full textXodabande, 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 (July 31, 2018): 20. http://dx.doi.org/10.7575/aiac.ijels.v.6n.3p.20.
Full textOzdamli, Fezile. "Message from Editor." World Journal on Educational Technology 8, no. 2 (July 30, 2016): 74. http://dx.doi.org/10.18844/wjet.v8i2.967.
Full textMolines, 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.
Full textMcCall, Jeremiah. "Teaching History With Digital Historical Games." Simulation & Gaming 47, no. 4 (May 9, 2016): 517–42. http://dx.doi.org/10.1177/1046878116646693.
Full textRedekopp, Reynold. "Teaching Digital Games in Preservice Teacher Education." International Journal of Technology and Inclusive Education 2, no. 1 (June 1, 2013): 124–29. http://dx.doi.org/10.20533/ijtie.2047.0533.2013.0018.
Full textSykes, Julie M. "Digital games and language teaching and learning." Foreign Language Annals 51, no. 1 (March 2018): 219–24. http://dx.doi.org/10.1111/flan.12325.
Full textXie, 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.
Full textLiu, Eric Zhi Feng. "Avoiding Internet Addiction when Integrating Digital Games into Teaching." Social Behavior and Personality: an international journal 39, no. 10 (November 1, 2011): 1325–35. http://dx.doi.org/10.2224/sbp.2011.39.10.1325.
Full textArbuckle MacLeod, Caroline. "Undergraduate Teaching and Assassin's Creed." Advances in Archaeological Practice 9, no. 2 (April 23, 2021): 101–9. http://dx.doi.org/10.1017/aap.2021.1.
Full textNylund, Niklas. "Constructing Digital Game Exhibitions: Objects, Experiences, and Context." Arts 7, no. 4 (December 18, 2018): 103. http://dx.doi.org/10.3390/arts7040103.
Full textHazar, 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.
Full textde 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.
Full textGunawardhana, L. K. Pulasthi Dhananjaya. "Gender differences in learning mathematics with Digital Games." Psychology and Education Journal 58, no. 1 (February 5, 2021): 4417–22. http://dx.doi.org/10.17762/pae.v58i1.1523.
Full textSaleh, 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.
Full textHarvey, Alison. "Games as Education in the United Kingdom." Journal of Learning and Teaching in Higher Education 1, no. 1 (May 1, 2018): 83–92. http://dx.doi.org/10.29311/jlthe.v1i1.2539.
Full textAditya, Christian. "The Development Of Visual Aspects In Video Games Over The Years." ULTIMART Jurnal Komunikasi Visual 7, no. 2 (November 12, 2016): 18–22. http://dx.doi.org/10.31937/ultimart.v7i2.385.
Full textda 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.
Full textSmith, Ian. "Tuberculosis Control Learning Games." Tropical Doctor 23, no. 3 (July 1993): 101–3. http://dx.doi.org/10.1177/004947559302300304.
Full textKowalczuk, 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.
Full textRamos, 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 (May 1, 2020): 123–35. http://dx.doi.org/10.31686/ijier.vol8.iss5.2324.
Full textLevchenko, 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.
Full textLages 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.
Full textAlbert, Paul. "DIGITAL GAMES - A MAGICAL LEARNING TOOL FOR SLOW LEARNERS." International Journal of Research -GRANTHAALAYAH 6, no. 5 (May 31, 2018): 407–12. http://dx.doi.org/10.29121/granthaalayah.v6.i5.2018.1468.
Full textSaridaki, Maria, and Constantinos Mourlas. "Motivational Aspects of Gaming for Students with Intellectual Disabilities." International Journal of Game-Based Learning 1, no. 4 (October 2011): 49–59. http://dx.doi.org/10.4018/ijgbl.2011100105.
Full textGiang, 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 (August 23, 2021): 4. http://dx.doi.org/10.3991/ijet.v16i16.23829.
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