2018
DOI: 10.7821/naer.2018.1.248
|View full text |Cite
|
Sign up to set email alerts
|

Game-Based Learning: Increasing the Logical-Mathematical, Naturalistic, and Linguistic Learning Levels of Primary School Students

Abstract: Game-based learning is an innovative methodology that takes advantage of the educational potential offered by videogames in general and serious games in particular to boost training processes, thus making it easier for users to achieve motivated learning. The present paper focuses on the description of the Game to Learn Project, which has as its aim not only to promote the use of serious games and digital mini-games for the development of Multiple Intelligences, but also to analyse whether this methodology res… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
14
0
19

Year Published

2019
2019
2023
2023

Publication Types

Select...
8
1

Relationship

0
9

Authors

Journals

citations
Cited by 51 publications
(33 citation statements)
references
References 30 publications
(21 reference statements)
0
14
0
19
Order By: Relevance
“…More specifically, Keller's model proved helpful to check the degree of motivation raised by different technological resources amongst students. Examples are: videogames [62]; the inclusion of video in e-learning learning sessions [63]; audio podcasts [64]; Massive Open Online Courses [65,66]; or AR [67][68][69].…”
Section: Information Collection Instrumentsmentioning
confidence: 99%
“…More specifically, Keller's model proved helpful to check the degree of motivation raised by different technological resources amongst students. Examples are: videogames [62]; the inclusion of video in e-learning learning sessions [63]; audio podcasts [64]; Massive Open Online Courses [65,66]; or AR [67][68][69].…”
Section: Information Collection Instrumentsmentioning
confidence: 99%
“…In his view, the real world is the source or starting pint of mathematic concept development (Koyuncu, Guzeller, & Akyuz, 2016). Mathematics education in this way is guided by reinvention so that the student can experience it himself (Esther, Pé rez, Duque, & Garcí a, 2018). The three key principles of this approach are Guided reinvention, didactical phenomenology, and self-developed model (Sumirattana, Makanong, & Thipkong, 2017).…”
Section: Conceptual Definitions Data Envelopment Analysismentioning
confidence: 99%
“…4. (Review and getting back) controlling the correct execution of the map (Esther et al, 2018). The problem-solving process in this research is based on the Polya's mathematical model and the Shewhart cycle consisting of five parts that including Definition D, Assessment A, plan P, Implementation I, communication C, (Sumirattana et al, 2017).…”
Section: Conceptual Definitions Data Envelopment Analysismentioning
confidence: 99%
“…On the one hand, videogames are a proven and powerful learning tool in different areas such as history and heritage (María & López, 2006), geography (Clemente, 2014), languages (Del Moral Pérez, Guzmán Duque, & Fernández García, 2018) climate change (Rojo & Dudu, 2017), physical education (Gómez-Gonzalvo, Molina, & Devís-Devís, 2018) or Primary School skills (Del Moral Pérez et al, 2018), among others.…”
Section: Videogames and Governmentioning
confidence: 99%