Review – The Influence of Games on Education Development in the Disruption Era DOI
Toni Anwar,

Anugerah Bagus Wijaya

Journal of Multimedia Trend and Technology., Год журнала: 2023, Номер 2(1), С. 47 - 56

Опубликована: Апрель 1, 2023

Game is a platform that commonly used by users in everyday life. Games are often when someone bored, and mostly as means of entertainment. But the current era disruption technology, games also learning media. Game-based concept uses tool to increase student involvement motivation learning. In game-based learning, designed with objectives called serious games. Serious combine elements fun engaging create interactive, effective, experiences for students. games, students play have objectives, such new skills, understanding complex concepts, or honing certain skills. Currently known gamification This paper will review several issues related The method finding gap author bibliometric techniques which processed using analysis. archival data from Scopus sources game technology facts resulting analysis consist 4 discussion namely, media, materials, methods, latest findings on security side. obtains side, namely user privacy section. take place later be theme discuss security.

Язык: Английский

Exploring Factors That Support Pre-service Teachers’ Engagement in Learning Artificial Intelligence DOI Creative Commons
Musa Adekunle Ayanwale,

Emmanuel Kwabena Frimpong,

Oluwaseyi Aina Gbolade Opesemowo

и другие.

Journal for STEM Education Research, Год журнала: 2024, Номер unknown

Опубликована: Апрель 12, 2024

Abstract Artificial intelligence (AI) is becoming increasingly relevant, and students need to understand the concept. To design an effective AI program for schools, we find ways expose knowledge, provide learning opportunities, create engaging experiences. However, there a lack of trained teachers who can facilitate students’ learning, so focus on developing capacity pre-service teach AI. Since engagement known enhance it necessary explore how engage in This study aimed investigate teachers’ with after 4-week at university. Thirty-five participants took part reported their perception 7-factor scale. The factors assessed survey included (cognitive—critical thinking creativity, behavioral, social), attitude towards AI, anxiety readiness, self-transcendent goals, confidence We used structural equation modeling approach test relationships our hypothesized model using SmartPLS 4.0. results supported all hypotheses, attitude, anxiety, being found influence engagement. discuss findings consider implications practice policy.

Язык: Английский

Процитировано

13

Using Escape Rooms as Evaluation Tool in Active Learning Contexts DOI Creative Commons
Pedro Juan Roig, Salvador Alcaraz, Katja Gilly

и другие.

Education Sciences, Год журнала: 2023, Номер 13(6), С. 535 - 535

Опубликована: Май 24, 2023

The adoption of the active learning paradigm presents a series challenges and uncertainties. However, its may result in better academic results more engaging attitude towards learning. In this sense, paper case scenario which such change has been deployed, where escape rooms have introduced as an assessment tool context. way to move through those is by taking questionnaires based on knowledge acquired, that failing test keeps group same position passing it makes them according grades obtained. Surveys comments offered students show they were motivated engaged after task, improvement performance detected.

Язык: Английский

Процитировано

7

Escaperooms como metodología activa para la integración de las STEAM: una revisión sistemática DOI Creative Commons
Enrique García Tort, Laura Monsalve Lorente

European Public & Social Innovation Review, Год журнала: 2024, Номер 9, С. 1 - 18

Опубликована: Авг. 28, 2024

Introducción: El enfoque STEAM precisa de metodologías que incrementen la motivación del alumnado hacia las ciencias. objetivo presente trabajo es analizar claves pedagógicas y efectividad uso escaperooms educativos como metodología activa para el aprendizaje STEAM. Metodología: Se llevó a cabo una revisión sistemática literatura con areglo los criterios calidad establecidos en declaración PRISMA. analizaron un total 97 documentos 4 bases datos diferentes (WoS, Scopus, Dialnet Eric). Tras aplicación inclusión exclusión, se conformó muestra final 17 documentos. Resultados: Todos analizados muestran indicadores positivos herramienta pedagógica STEAM, especialmente mejora motivación, actitud, disfrute proactividad Discusión: Las líneas investigación analizadas indican polivalente herramienta, variaciones su diseño, complejidad, temática modalidad. Conclusiones: Los son recurso educativo evidencias sobre incremento equipo, vocación científica rendimiento académico. No obstante, existen factores intrínsecos diseño limitan implementación generalizada campos

Процитировано

1

Escape Room Game for Engineering Students: “Escape Department”, a Case Study DOI Creative Commons
Graziella Scandurra, C. Ciofi

Education Sciences, Год журнала: 2023, Номер 13(8), С. 785 - 785

Опубликована: Авг. 1, 2023

The importance of ludic activities alongside educational for the involvement students has nowadays been established. Among most popular and loved games among today’s youths, there is certainly one known as escape room. This article describes an room organized at department level, thus involving various engineering degree courses, with aim making them appropriate their own spaces in university structures stimulating organization skills teamwork attitudes. event was also opportunity to explore some topics covered course study and, above all, learn about studied other courses department. In this paper it described how what objectives were achieved. results are quite good they encourage events that exploit gamification purposes.

Язык: Английский

Процитировано

2

Creating a Chemical Escape Room at the University Level: Innovative Resources for Future Primary School Teachers DOI Creative Commons
Sergio Fuentes Antón

Journal of Chemical Education, Год журнала: 2024, Номер unknown

Опубликована: Ноя. 21, 2024

Teaching natural sciences can be challenging, especially with unmotivated or disinterested students. The challenge increases when the term "Didactics" appears in subjects under study, for example, Didactics of Natural Sciences. present work details design and execution process an escape room experience used as a methodology teaching reviewing chemistry at university level. manuscript describes puzzles experiments carried out laboratory, well results obtained from its implementation assessment methods used. took place during academic years 2021–2022 2022–2023, students enrolled second year Primary Education Teacher degree. In each period, four nonhomogeneous groups different numbers verified game. Within hour, participants had to face main gather necessary information solve crime that occurred lab. Upon completing room, filled questionnaire express their opinions evaluate activity. survey showed high level satisfaction employed.

Язык: Английский

Процитировано

0

Locked up in the Science Laboratory: A smooth transition from class-room to escape-room DOI Creative Commons
Nikos Bessas,

Eleni Tzanaki,

Denis Vavougios

и другие.

Social Sciences & Humanities Open, Год журнала: 2024, Номер 10, С. 101056 - 101056

Опубликована: Янв. 1, 2024

We are at a time when students seem to be losing interest in school. This decline is particularly noticeable Physics and Mathematics. Student performance grades teachers have begun look for ways through their teaching regain the lost glory of school make it an important contributor society ever-changing environment. The aim educational community attract student last desk by involving him or her process active participation. study aims integrate escape rooms, context Mathematics Curriculum, into learning introduce game-based activities as alternative form teaching. For this purpose, during 2023-24 year, room was created implemented junior high Athens, Greece. A total 9 participated room, while 60 were involved activity. After completing process, all filled out questionnaire regarding experience extent which they accepted method tool. At end, statistical analysis discussion on emergence rooms suitable tools followed.

Язык: Английский

Процитировано

0

El impacto de un doble breakout digital en un proyecto de gamificación (Impact of a double digital breakout in the context of a gamification project) DOI Creative Commons
Isaac José Pérez López, Carmen Navarro-Mateos, José Mora-González

и другие.

Retos, Год журнала: 2023, Номер 50, С. 761 - 768

Опубликована: Сен. 6, 2023

La metodologías activas surgen para promover un rol protagonista y activo por parte de los estudiantes, incidiendo en el aprendizaje compromiso con su formación. Además, este contexto, es fundamental enfocar proceso formativo educación superior al desarrollo competencias transferibles a la futura labor profesional, como puede ser digital. Debido significatividad atractivo que despiertan juegos jóvenes actuales, cabe destacar basado juegos, donde se ubican propuestas breakouts escape rooms, actividades han tenido enorme auge últimos años. En artículo analiza impacto doble breakout digital dentro proyecto gamificación, ambientado saga Harry Potter denominado Potter: legado Dumbledore. concreto, propuesta ha llevado cabo grado Ciencias Actividad Física Deporte, Universidad Granada. Para análisis misma utilizado una metodología cualitativa, objetivo conocer las percepciones del alumnado, través pregunta abierta Google Drive uso software NVivo 11 análisis. Los resultados muestran potencial aula, pues aumenta gestión emocional, resiliencia alumnado universitario, siendo ello aspecto clave sea coherente narrativa gamificación enmarca, tenga estética aumente inmersión. Palabras clave: motivación, aprendizaje, Abstract. Active methodologies arise to promote protagonist and active role from students, influencing their learning commitment. In this context, it is essential that the training process in higher education focused on development of transferable competences future professional work, such as competence. Due meaningfulness attractiveness games today’s young people, game-based acquires great relevance, where proposals rooms can be found. These activities have experienced huge growth last years. This article analyzes impact double context gamification project set saga, called Dumbledore’s legacy. Specifically, proposal has been carried out degree Physical Activity Sports Sciences, University To analyze proposal, qualitative methodology was followed with aim collecting students’ self-perception breakout, for which an open question used students respond analysis. The results show enormous potential classroom, increases emotional management, resilience college students. A key aspect happen design coherent narrative framed. Keywords: motivation, learning, gamification,

Процитировано

1

Review – The Influence of Games on Education Development in the Disruption Era DOI
Toni Anwar,

Anugerah Bagus Wijaya

Journal of Multimedia Trend and Technology., Год журнала: 2023, Номер 2(1), С. 47 - 56

Опубликована: Апрель 1, 2023

Game is a platform that commonly used by users in everyday life. Games are often when someone bored, and mostly as means of entertainment. But the current era disruption technology, games also learning media. Game-based concept uses tool to increase student involvement motivation learning. In game-based learning, designed with objectives called serious games. Serious combine elements fun engaging create interactive, effective, experiences for students. games, students play have objectives, such new skills, understanding complex concepts, or honing certain skills. Currently known gamification This paper will review several issues related The method finding gap author bibliometric techniques which processed using analysis. archival data from Scopus sources game technology facts resulting analysis consist 4 discussion namely, media, materials, methods, latest findings on security side. obtains side, namely user privacy section. take place later be theme discuss security.

Язык: Английский

Процитировано

0