2022
DOI: 10.1016/j.plas.2022.100055
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Game-based learning and students’ motivation in project management education

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Cited by 41 publications
(34 citation statements)
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“…Twenty students (2012). In addition, following the approach previously used in other studies (Jaaska et al, 2022;Joshi et al, 2015), Likert scale and qualitative evaluations have been used to collect information on the effectiveness of the game. The pre-and the post-activity questionnaire are reported in Appendix.…”
Section: Case Study and Methodological Approachmentioning
confidence: 99%
“…Twenty students (2012). In addition, following the approach previously used in other studies (Jaaska et al, 2022;Joshi et al, 2015), Likert scale and qualitative evaluations have been used to collect information on the effectiveness of the game. The pre-and the post-activity questionnaire are reported in Appendix.…”
Section: Case Study and Methodological Approachmentioning
confidence: 99%
“…Game-based learning media in the form of educational games is a very effective alternative to be applied in the classroom and can activate student activities so that learning is more meaningful (10). This is supported by research that has been conducted (9) which concludes that game-based learning has affected students' learning motivation and prepared students to face problems in the real world.…”
Section: Introductionmentioning
confidence: 90%
“…One participant mentioned, "using comics improves student-teacher interaction because there exists more cooperation in the learning and teaching process" To keep this interaction, teachers must sustain motivation in class with activities that involve them and raise their curiosity (Harmer, 2007;Jääskä et al, 2022). This opinion can suggest that comics are a valuable hook to engage students in learning and make them more responsible for their progress.…”
Section: Students' Opinions About the Use Of Comics In Efl Classmentioning
confidence: 99%