ICERI2016 Proceedings 2016
DOI: 10.21125/iceri.2016.1613
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The Computer Simulation of a Serious Game as an Efficacious Strategy in Gamification of Educational Process – Case Study

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Cited by 2 publications
(3 citation statements)
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“…Need The findings showed that e-learning not only provided curriculum knowledge,but also other skills such as ICT skills, communication, confidence, empathy, self learning, interpersonal relationship, problem solving and time management skills. This was supported by the findings of (Nguyen, 2017;Markova et al, 2017;Mohammadi et al, 2011;Sandars, et al 2020).The findings obtained in this study also aligned with the findings of Hubalovsky et al, (2019) who stated that e-learning enhanced learners' interest and participation especially the introverted students as it protected their anonymity and discriminating factors such as appearance, clothing, race and gender.…”
Section: Support For Teachers Is Essential In Successful Implementation Of E-learningsupporting
confidence: 89%
See 1 more Smart Citation
“…Need The findings showed that e-learning not only provided curriculum knowledge,but also other skills such as ICT skills, communication, confidence, empathy, self learning, interpersonal relationship, problem solving and time management skills. This was supported by the findings of (Nguyen, 2017;Markova et al, 2017;Mohammadi et al, 2011;Sandars, et al 2020).The findings obtained in this study also aligned with the findings of Hubalovsky et al, (2019) who stated that e-learning enhanced learners' interest and participation especially the introverted students as it protected their anonymity and discriminating factors such as appearance, clothing, race and gender.…”
Section: Support For Teachers Is Essential In Successful Implementation Of E-learningsupporting
confidence: 89%
“…Additionally, e-learning creates safe-learning environment as it protects learner's anonymity and discriminating factors such as appearance, clothing, race and gender. It helps increasing the learner's participation and especially for the introverted students (Hubalovsky, Hubalovska, & Musilek, 2019).…”
Section: Literaturementioning
confidence: 99%
“…R. Koster [16] розглядає навчання як невід'ємну складову гри в контексті ігрового навчання. S. Hubalovsky, M. Hubalovska, M. Musilek [12] надали рекомендації щодо оцінювання впливу адаптивного електронного навчання, зокрема засобів гейміфікації, на ефективність навчання учнів початкової школи. У своїх дослідженнях C. Hursen, C. Bas акцентують на важливості використання програм "гейміфікація в науці" [13].…”
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