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  1. Effects of non-digital games integrated with digital games for advancing fifth graders’ spatial reasoning abilities

    Game-based learning, which includes non-digital and digital games, highlights the benefits of games in terms of players’ learning and engagement....

    Kai-Lin Yang, Chia-Yang Chen in Education and Information Technologies
    Article 03 August 2023
  2. The integration of digital games in elementary schools: The principals’ point of view

    The goal of the current study was to examine the perceptions of elementary school principals regarding the value of integrating digital games in...

    Sofia Hodedatov, Orit Avidov-Ungar, Merav Hayak in Education and Information Technologies
    Article 05 March 2024
  3. Detection of Violent Elements in Digital Games Using Deep Learning

    Detection of violence in digital games can be achieved by detecting elements of violence in digital game frames. For young, the detection of these...

    Nursel Yalçın, Ahmet Edip Çapanoğlu in SN Computer Science
    Article 26 August 2023
  4. A unified framework to catalogue and classify digital games based on interaction design and validation through clustering techniques

    The digital games industry has grown exponentially due to the diversification of games and the increasing multiplicity of the user target base. The...

    L. Cormio, T. Agostinelli, M. Mengoni in Multimedia Tools and Applications
    Article Open access 21 June 2024
  5. Perceptions and factors affecting the adoption of digital games for engineering education: a mixed-method research

    Digital games are considered relevant in higher education due to their ability to foster authentic, active and experiential learning opportunities...

    Chioma Udeozor, Fernando Russo-Abegão, Jarka Glassey in International Journal of Educational Technology in Higher Education
    Article Open access 07 January 2023
  6. Authentic learning questionnaire for digital simulation games in higher education: A construction safety case study

    Traditional teaching methods like lectures can hinder the integration of theoretical knowledge and practical skills in higher education. To address...

    Sufiana Safiena, Yang Miang Goh in Education and Information Technologies
    Article 02 March 2024
  7. Making the Digital Tangible Through Analog Games: Design Retrospective of Digital Literacy Games

    The digital is an inherently intangible place. Mediated through devices like smartphones, watches, and computers, our digital selves sit adjacent to,...
    Scott DeJong in HCI in Games
    Conference paper 2023
  8. The role of clandestine assessment in Iranian EFL context: a teacher’s perceptions about the impact of educational digital-based games on teaching and learning English

    Nowadays, the role of factors such as the virtual world, social networks, and online games and their impacts on learners` lives under no...

    Hossein Rezadoust Siah Khaleh Sar in Education and Information Technologies
    Article 26 September 2023
  9. Digital Games for Animals

    Reference work entry 2024
  10. Strategies to Promote Stakeholders’ Autonomy While Creating Educational Digital Games

    The process of develo** educational digital games presents several challenges. Authorship is one of them, intensified by the infinity of...
    João Gabriel de Matos Dairel, Isabela Gasparini, Rafael Dias Araújo in Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030
    Conference paper 2023
  11. Virtual reality games for cognitive rehabilitation of older adults: a review of adaptive games, domains and techniques

    In recent decades, the senior adults population worldwide has increased, as well as the medical conditions related to aging, such as cognitive...

    D. E. Guzmán, C. F. Rengifo, ... C. E. Garcia Cena in Virtual Reality
    Article Open access 06 April 2024
  12. Pre-service teachers’ views about the use of digital educational games for collaborative learning

    Digital educational games (DEGs) constitute an effective teaching approach, particularly when they are used in combination with collaborative...

    Polyxeni Kaimara, Emmanuel Fokides, ... Ioannis Deliyannis in Education and Information Technologies
    Article 21 January 2022
  13. Develo** a digital game for excel skills learning in higher education - a comparative study analyzing differences in learning between digital games and textbook learning

    In higher education, many universities in Taiwan let college students learn excel in a self-directed way. The current axle of the Excel curriculum...

    Man-Ying Chen, Joni Tzuchen Tang in Education and Information Technologies
    Article 13 October 2022
  14. A Game Design-Centric Taxonomy for Feedback Features in Digital Serious Games

    As with other pedagogical approaches, feedback is crucial in digital game-based learning, providing information to players and impacting their...
    André Almo, Mariana Rocha, ... Pierpaolo Dondio in Games and Learning Alliance
    Conference paper 2024
  15. Sociality of Digital Games

    Living reference work entry 2023
  16. Playable Characters in Digital Games: Aesthetics and Gender Identity in Digital Game Player's Preferences

    Characters are the interface throughout most of the players’ experience many digital games. In digital games, the Playable Character faces a problem...
    Tânia Ribeiro, Rebeca Mendes, Ana Isabel Veloso in HCI in Games
    Conference paper 2023
  17. Privacy Perceptions in Digital Games: A Study with Information Technology (IT) Undergraduates

    This study explores the perceptions and practices of undergraduates in Information Technology (IT) regarding privacy issues in digital games. This...
    Mônica da Silva, Erica Mourão, ... Luciana Salgado in New Sustainable Horizons in Artificial Intelligence and Digital Solutions
    Conference paper 2023
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