Found: 142
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High School Students' Motivation to Learn Climate Change Science through Educational Computer Games.
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- Simulation & Gaming, 2024, v. 55, n. 3, p. 527, doi. 10.1177/10468781241235754
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Comparison Between Two Types of Educational Computer Games.
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- Simulation & Gaming, 2018, v. 49, n. 6, p. 661, doi. 10.1177/1046878118778727
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- Article
Teacher-Developed Computer Games for Classroom and Online Reinforcement Learning for Early Childhood.
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- Education Sciences, 2023, v. 13, n. 2, p. 108, doi. 10.3390/educsci13020108
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A Serious Game for Mediated Education on Traffic Behavior and Safety Awareness.
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- Education Sciences, 2021, v. 11, n. 3, p. 127, doi. 10.3390/educsci11030127
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디지털 게임 기반 학습 방법을 이용한 강사 소개 교육용 게임의 구현.
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- Journal of the Korea Institute of Information & Communication Engineering, 2021, v. 25, n. 9, p. 1190, doi. 10.6109/jkiice.2021.25.9.1190
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- Article
Exploring the trends of educational virtual reality games: a systematic review of empirical studies.
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- Smart Learning Environments, 2020, v. 7, n. 1, p. N.PAG, doi. 10.1186/s40561-020-00142-7
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- Article
Participatory Rural Spatial Planning Based on a Virtual Globe-Based 3D PGIS.
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- ISPRS International Journal of Geo-Information, 2020, v. 9, n. 12, p. 763, doi. 10.3390/ijgi9120763
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PROSPECTIVE PRESCHOOL AND PRIMARY SCHOOL TEACHERS' KNOWLEDGE AND OPINION ABOUT GAMIFICATION.
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- Acta Didactica Napocensia, 2021, v. 14, n. 1, p. 104, doi. 10.24193/adn.14.1.8
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- Article
19th Symposium on New Trends in Audio and Video Technology NTAV2022.
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- Archives of Acoustics, 2022, v. 47, n. 4, p. 581, doi. 10.24425/aoa.2022.142904
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- Article
Emerging technologies in education for innovative pedagogies and competency development.
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- Australasian Journal of Educational Technology, 2021, v. 37, n. 5, p. 1, doi. 10.14742/ajet.7680
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Students' preference for the use of gamification in virtual learning environments.
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- Australasian Journal of Educational Technology, 2021, v. 37, n. 4, p. 145, doi. 10.14742/ajet.6512
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Exploring students' acceptance of educational computer games from the perspective of learning strategy.
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- Australasian Journal of Educational Technology, 2019, v. 35, n. 3, p. 132, doi. 10.14742/ajet.3330
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- Article
Effects of technology‐enhanced learning approaches on learners with different prior learning attitudes and knowledge in computational thinking.
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- Computer Applications in Engineering Education, 2022, v. 30, n. 1, p. 64, doi. 10.1002/cae.22442
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- Article
Fostering study time outside class using gamification strategies: An experimental study at tertiary‐level database courses.
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- Computer Applications in Engineering Education, 2021, v. 29, n. 5, p. 1340, doi. 10.1002/cae.22389
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Problem-solving environment for line balancing automated manufacturing systems.
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- Computer Applications in Engineering Education, 2009, v. 17, n. 1, p. 52, doi. 10.1002/cae.20198
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- Article
Color design in application interfaces for children.
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- Color Research & Application, 2022, v. 47, n. 2, p. 507, doi. 10.1002/col.22726
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A material-based computation framework for parametric design education.
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- Open House International (Emerald Publishing Limited), 2021, v. 46, n. 3, p. 459, doi. 10.1108/OHI-02-2021-0043
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A Review On Educational Computer Games In Efl Classrooms.
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- Participatory Educational Research, 2017, v. 4, n. 2, p. 78
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The effect of educational computer games on learning of mathematics concepts among students with autism spectrum disorder.
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- Journal of Fundamentals of Mental Health, 2017, v. 19, n. 2, p. 90
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- Article
THE IMPACT OF MICROTRANSACTIONS ON THE DEVELOPMENT OF COMPUTER GAME BUSINESS MODELS.
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- Economy & Market Communication Review / Casopis za Ekonomiju i Trzisne Komunikacije, 2023, v. 13, n. 2, p. 462, doi. 10.7251/EMC2302462K
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- Article
Dış Ticaret ve Lojistik Eğitiminde Dijital Oyun Tabanlı Öğrenme: Kavramsal Bir İnceleme.
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- Cag University Journal of Social Sciences, 2019, v. 16, n. 1, p. 37
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- Article
WHAT GAMES ARE WE PLAYING?
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- Velvet Light Trap: A Critical Journal of Film & Television, 2013, n. 72, p. 72, doi. 10.7560/VLT7207
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Team Sports for Game AI Benchmarking Revisited.
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- International Journal of Computer Games Technology, 2021, p. 1, doi. 10.1155/2021/5521877
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A Pilot Study on the Effectiveness of Kindergarten Games to Enhance Mathematical Skills.
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- Journal of Cognitive Education & Psychology, 2022, v. 21, n. 1, p. 21, doi. 10.1891/JCEP-2021-0020
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From substitution to redefinition: A framework of machine learning‐based science assessment.
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- Journal of Research in Science Teaching, 2020, v. 57, n. 9, p. 1430, doi. 10.1002/tea.21658
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FuzzEG: Fuzzy logic for adaptive scenarios in an educational adventure game.
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- Multimedia Tools & Applications, 2019, v. 78, n. 22, p. 32023, doi. 10.1007/s11042-019-07955-w
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UČENJE OSNOVNIH KONCEPATA RAČUNARSKIH NAUKA PUTEM OBRAZOVNOG SOFTVERA KODU GAME LAB.
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- Pedagogical Reality / Pedagoška Stvarnost, 2024, v. 70, n. 1, p. 89, doi. 10.19090/ps.2024.1.89-97
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Apps educativas para el público infantil: juegos para el entretenimiento o recursos educativos.
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- Revista Colombiana de Educación, 2022, v. 1, n. 84, p. 1, doi. 10.17227/rce.num84-12495
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AViLab—Gamified Virtual Educational Tool for Introduction to Agent Theory Fundamentals.
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- Electronics (2079-9292), 2022, v. 11, n. 3, p. 344, doi. 10.3390/electronics11030344
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Development and Application of an Augmented Reality Oyster Learning System for Primary Marine Education.
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- Electronics (2079-9292), 2021, v. 10, n. 22, p. 2818, doi. 10.3390/electronics10222818
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The Effect of Training Health Care Providers Using Gamification Method on Social Skills of Preschool Children.
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- Iranian Journal of Psychiatry & Behavioral Sciences / Progress in Psychiatry & Behavioral Sciences, 2021, v. 15, n. 2, p. 1, doi. 10.5812/ijpbs.108610
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MODERN CONCEPTS OF GAMIFICATION IMPLEMENTATION IN THE TRAINING SYSTEM FOR TEACHERS OF THE UKRAINIAN AND ENGLISH LANGUAGES.
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- Conhecimento & Diversidade, 2023, v. 15, n. 37, p. 35, doi. 10.18316/rcd.v15i37.10921
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Barriers to the Use of Serious Computer Games in the Practical Work with Children with Educational Difficulties.
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- TEM Journal, 2021, v. 10, n. 3, p. 1175, doi. 10.18421/TEM103-22
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Multi-Criteria Model for Questions Selection in Generating e-Education Tests Involving Gamification.
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- TEM Journal, 2020, v. 9, n. 2, p. 779, doi. 10.18421/tem92-47
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Exploring Failure and Engagement in a Complex Digital Training Game: A Multi-method Examination.
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- AIS Transactions on Human-Computer Interaction, 2016, v. 8, n. 1, p. 1, doi. 10.17705/1thci.00076
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#LetMeepleTalk: Using board games for EFL preschoolers.
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- Research Papers in Language Teaching & Learning, 2021, v. 11, n. 1, p. 93
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The Aesthetics of the Planetarium Experience: Research-Based Best Practices (Part I).
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- Planetarian, 2019, v. 48, n. 4, p. 16
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SOCIAL SCIENCES AND HUMANITIES STUDENTS’ EXPERIENCE AND ATTITUDES ON GAME-BASED ELECTRONIC LEARNING IN THE REPUBLIC OF SRPSKA.
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- eLearning & Software for Education, 2021, v. 1, p. 561, doi. 10.12753/2066-026X-21-070
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- Article
EDUCATIONAL VALUE OF A VIRTUAL REALITY LABORATORY – FOCUS GROUP WITH STUDENTS.
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- eLearning & Software for Education, 2021, v. 1, p. 182, doi. 10.12753/2066-026X-21-024
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DEVELOPING ALGORITHMIC THINKING BY EDUCATIONAL COMPUTER GAMES.
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- eLearning & Software for Education, 2020, v. 1, p. 26, doi. 10.12753/2066-026X-20-003
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- Article
Interactive Digital Media in Preschool Age.
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- eLearning & Software for Education, 2019, v. 4, p. 185, doi. 10.12753/2066-026X-18-241
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Educational Computer Games in Programming Teaching and Learning.
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- eLearning & Software for Education, 2019, v. 1, p. 39, doi. 10.12753/2066-026X-19-004
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RPSG - CREATING LEARNING EXPERIENCES.
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- eLearning & Software for Education, 2011, p. 1
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- Article
IMPACT OF COMPUTER BASED EDUCATIONAL GAMES ON COGNITIVE PERFORMANCE OF SCHOOL CHILDREN IN LAHORE, PAKISTAN.
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- Shield: Research Journal of Physical Education & Sports Science, 2017, v. 12, p. 40
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Teaching graph theory from a STEM perspective: selected examples of interdisciplinary problems.
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- Electronic Journal of Mathematics & Technology, 2021, v. 15, n. 3, p. 223
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ИГРОВО БАЗИРАНО ОБУЧЕНИЕ ПО ПРОГРАМИРАНЕ ЗА НАЧИНАЕЩИ В РЕЖИМ НА PYGAME ZERO – ПРИМЕРНИ ЗАДАЧИ С TURTLE ГРАФИКА НА PYTHON.
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- Mathematics & Informatics, 2023, v. 66, n. 2, p. 170, doi. 10.53656/math2023-2-6-gam
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READINESS OF UKRAINIAN MATHEMATICS TEACHERS TO USE COMPUTER GAMES IN THE EDUCATIONAL PROCESS.
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- Mathematics & Informatics, 2022, v. 65, n. 5, p. 467, doi. 10.53656/math2022-5-6-rea
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Using Greenfoot as a Tool for Serious Games Programming Education and Development.
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- International Journal of Serious Games, 2021, v. 8, n. 2, p. 67, doi. 10.17083/ijsg.v8i2.425
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Constructive alignment of learning mechanics and game mechanics in Serious Game design in Higher Education.
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- International Journal of Serious Games, 2020, v. 7, n. 4, p. 75, doi. 10.17083/ijsg.v7i4.361
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Understanding the Role of Achievements in Game-Based Learning.
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- International Journal of Serious Games, 2016, v. 3, n. 4, p. 47, doi. 10.17083/ijsg.v3i4.114
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