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Designing digital game-based learning for professional upskilling: A systematic literature review
In 2001, Prensky proposed the digital game-based learning (DGBL) theory by merging
digital games and educational design. Many DGBL studies have been conducted in formal …
digital games and educational design. Many DGBL studies have been conducted in formal …
A systematic review of the role of learning games in fostering mathematics education in K-12 settings
In the recent decade, a number of literature reviews were conducted to examine the
effectiveness of learning games. However, prior reviews typically focused on providing a …
effectiveness of learning games. However, prior reviews typically focused on providing a …
Gamification for educational purposes: What are the factors contributing to varied effectiveness?
Z Luo - Education and Information Technologies, 2022 - Springer
Gamification refers to the use of game-design elements or mechanisms in non-game
contexts to promote the expected behaviours. Though theoretically promising, empirical …
contexts to promote the expected behaviours. Though theoretically promising, empirical …
Effects of digital game-based learning on students' digital etiquette literacy, learning motivations, and engagement
Y Zheng, J Zhang, Y Li, X Wu, R Ding, X Luo, P Liu… - Heliyon, 2024 - cell.com
Recent years have seen a substantial rise in the number of children and teenagers surfing
the Internet; however, not all use this resource responsibly. Digital etiquette, a core element …
the Internet; however, not all use this resource responsibly. Digital etiquette, a core element …
[PDF][PDF] Retracted article: using the concept of game-based learning in education
ZY Liu, Z Shaikh, F Gazizova - International Journal of Emerging …, 2020 - learntechlib.org
A modern school deals with a generation of students who were born and grown up in a
digital environment and require other teaching methods. Changes in the technological and …
digital environment and require other teaching methods. Changes in the technological and …
A systematic review of serious games in medical education: quality of evidence and pedagogical strategy
I Gorbanev, S Agudelo-Londoño… - Medical education …, 2018 - Taylor & Francis
Introduction: The literature shows an optimistic landscape for the effectiveness of games in
medical education. Nevertheless, games are not considered mainstream material in medical …
medical education. Nevertheless, games are not considered mainstream material in medical …
Digital game-based learning in K-12 mathematics education: a systematic literature review
The application of mathematical skills is essential to our daily routine and is foundational for
numerous disciplines. Among various computer-supported learning methods, Digital Game …
numerous disciplines. Among various computer-supported learning methods, Digital Game …
The effects of competition in digital game-based learning (DGBL): a meta-analysis
Digital game-based learning (DGBL) is known to be widely used for improving learning in
various fields. Among the elements of DGBL, competition has been very controversial. This …
various fields. Among the elements of DGBL, competition has been very controversial. This …
Esca** the cell: virtual reality escape rooms in biology education
A Christopoulos, S Mystakidis… - Behaviour & …, 2023 - Taylor & Francis
Individuals' conceptual knowledge of contemporary biological issues influences ethical
attitudes and life decisions around health, as evidenced by the recent worldwide debate on …
attitudes and life decisions around health, as evidenced by the recent worldwide debate on …
Gamification as a platform for brand co-creation experiences
H Nobre, A Ferreira - Journal of Brand Management, 2017 - Springer
This study is aimed at establishing a connection between brand gamified experiences and
brand value co-creation, based on a literature review and insights from exploratory research …
brand value co-creation, based on a literature review and insights from exploratory research …