Results for ' educational game'

960 found
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  1.  36
    Cognitive Analysis of Educational Games: The Number Game.Han L. J. Maas & Enkhbold Nyamsuren - 2016 - Topics in Cognitive Science 8 (4).
    We analyze the cognitive strategies underlying performance in the Number task, a Math game that requires both arithmetic fluency and mathematical creativity. In this game all elements in a set of numbers have to be used precisely once to create a target number with basic arithmetic operations. We argue that some instances of this game are NP complete, by showing its relation to the well-known Partition problem. We propose heuristics based on the distinction in forward and backward (...)
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  2.  71
    Cognitive Analysis of Educational Games: The Number Game.Han L. J. van der Maas & Enkhbold Nyamsuren - 2017 - Topics in Cognitive Science 9 (2):395-412.
    The subtitle of this paper could have been, “Big Data meets Education to advance Cognitive Science.” In it, the authors analyze 20 million answers to 1700 simple arithmetic problems in an educational number game to determine “what makes some problems harder than others.” The results contribute to the cognitive science of arithmetic skill acquisition and have the potential to change how math is taught.
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  3.  25
    Educational games for brain health: revealing their unexplored potential through a neurocognitive approach.Patrick Fissler, Iris-Tatjana Kolassa & Claudia Schrader - 2015 - Frontiers in Psychology 6.
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  4. GIS-Based Educational Game Through Low-Cost Virtual Tour Experience-Khan Game.Guzden Varinlioğlu, Sepehr Vaez Afshar, Sarvin Eshaghi, Ozgun Balaban & Takehiko Nagakura - 2022 - In Guzden Varinlioğlu, Sepehr Vaez Afshar, Sarvin Eshaghi, Ozgun Balaban & Takehiko Nagakura (eds.), 27th International Conference of the Association for Computer-Aided Architectural Design Research in Asia: Post Carbon, CAADRIA 2022. Sydney: The Association for Computer-Aided Architectural Design Research in Asia. pp. 69-78.
    The pandemic brought new norms and techniques of pedagogical strategies in formal education. The synchronous/ asynchronous video streaming brought an emphasis on virtual and augmented realities, which are rapidly replacing textbooks as the main medium for learning and teaching. This transformation requires more extensive online and interactive content with simpler user interfaces. The aim of this study is to report on the design, implementation, and testing of a game based on low-cost and user-friendly content for digital cultural heritage. In (...)
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  5.  13
    The use of interactive storytelling, cartoon animation and educational gaming to communicate the biblical message to preschool children.Dirk G. van der Merwe - 2020 - HTS Theological Studies 76 (2):10.
    This article focuses on how biblical content and spiritualities can be communicated, probably more effectively, to (late) preschool children by using information technology, which has already been implemented successfully for years in secular and religious environments. Because children enjoy listening to stories, watching cartoons and playing every day, the approach in this research will be to propose a particular construct to communicate biblical content to preschool children. This construct comprises interactive storytelling, cartoon animation and educational gaming, which constitute a (...)
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  6.  16
    Pattern Analysis of Virtual Landscape within Educational Games.Sepehr Vaez Afshar, Sarvin Eshaghi & Ikhwan Kim - 2022 - Journal of Digital Landscape Architecture: Hybrid: Analog + Digital = the Next Normal 1 (7):435-442.
    Virtual landscape has a prominent role in digital games' virtual environment design. Since the attributes of the virtual landscape directly affect a game's characteristics, it is crucial to be explored as a design domain, apart from just being a tool for other domains' development. This study traces the gradual change of the virtual landscape in educational games and the chronological change of their carrying content, till now a gap in the literature. To examine the effect of the virtual (...)
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  7. Echoes of Union Depot: A virtual reality educational game for historic preservation and public awareness.Sepehr Vaez Afshar, Sarvin Eshaghi & Mahyar Hadighi - 2023 - In Sepehr Vaez Afshar, Sarvin Eshaghi & Mahyar Hadighi (eds.), Proceedings of the 9th Regional International Symposium on Education and Research in Computer Aided Architectural Design in Europe. Tallinn: eCAADe Tallinn University of Technology, Department of Civil Engineering and Architecture. pp. 129-138.
    This paper presents the design, development, and potential impact of Echoes of Union Depot, a virtual reality (VR) game aimed at promoting historic preservation and raising public awareness about El Paso's Union Depot, a building listed on the National Register of Historic Places Inventory. The game leverages the immersive capabilities of VR technology and 360° images to engage players in exploring the site's rich history and architectural evolution. Players assume the role of a time-traveling detective, guiding lost spirits (...)
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  8. Co-designing an Educational Game on Food Sovereignty: Insights from a Participatory Research Project in Greece.Sofia Nikolaidou, Hara Kouki, Giannis Zgeras & Theodosia Anthopoulou - 2025 - Food Ethics 10 (1):1-24.
    Food sovereignty discourse is gaining attention, yet it is open to contradicting interpretations as to its capacity to address systemic injustices of the corporate food regimes. In our attempt to contribute to a better understanding of food sovereignty and promote awareness within a hegemonic food system that is hostile to alternative economies, we acknowledge that a radical shift is needed in the way we imagine, frame and narrativize our food system and our role within it. Drawing from both global social (...)
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  9.  58
    The Teacher’s Vocation: Ontology of Response.Ann Game & Andrew Metcalfe - 2008 - Studies in Philosophy and Education 27 (6):461-473.
    We argue that pedagogic authority relies on love, which is misunderstood if seen as a matter of actions and subjects. Love is based not on finite subjects and objects existing in Euclidean space and linear time, but, rather, on the non-finite ontology, space and time of relations. Loving authority is a matter of calling and vocation, arising from the spontaneous and simultaneous call-and-response of a lively relation. We make this argument through a reading of Buber’s I–You relation and Murdoch’ s (...)
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  10. Lost in Learning: Hypertext Navigational Efficiency Measures Are Valid for Predicting Learning in Virtual Reality Educational Games.Chris Ferguson & Herre van Oostendorp - 2020 - Frontiers in Psychology 11.
    The lostness measure, an implicit and unobtrusive measure originally designed for assessing the usability of hypertext systems, could be useful in Virtual Reality (VR) games where players need to find information to complete a task. VR locomotion systems with node-based movement mimic actions for exploration and browsing found in hypertext systems. For that reason, hypertext usability measures, such as “lostness” can be used to identify how disoriented a player is when completing tasks in an educational game by examining (...)
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  11.  11
    Fair Play Principle in Esports.Krzysztof Pezdek Physical Education & Wroclaw Sport Sciences - forthcoming - Sport, Ethics and Philosophy:1-14.
    The aim of the article is the analysis of the principle of fair play which co-creates an axiological basis of contemporary sport as well as its basic moral category. The constituents of fair play are, first of all, responsibility and justice. Both values are central values, connected with each other, and also closely connected with other values inscribed in fair play, e.g. respect, solidarity, care or honesty. The conducted analysis shows that the rules of fair play connected with formal responsibility (...)
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  12. Gaming Green: The Educational Potential of Eco – A Digital Simulated Ecosystem.Kristoffer S. Fjællingsdal & Christian A. Klöckner - 2019 - Frontiers in Psychology 10:479592.
    Research into the use of videogames in education is on the rise, and they are cementing their position as part of the modernized, digital classroom. Sustainability education has also become a subject of interest among environmentally minded game developers and understanding the educational impact of such games is rapidly becoming an important field. This study examined the educational potential of the digital simulated ecosystem known as Eco, in order to reveal how playing Eco might promote environmental literacy (...)
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  13.  59
    Research Ethics Education in the STEM Disciplines: The Promises and Challenges of a Gaming Approach.Adam Briggle, J. Britt Holbrook, Joseph Oppong, Joesph Hoffmann, Elizabeth K. Larsen & Patrick Pluscht - 2016 - Science and Engineering Ethics 22 (1):237-250.
    While education in ethics and the responsible conduct of research is widely acknowledged as an essential component of graduate education, particularly in the STEM disciplines, little consensus exists on how best to accomplish this goal. Recent years have witnessed a turn toward the use of games in this context. Drawing from two NSF-funded grants, this paper takes a critical look at the use of games in ethics and RCR education. It does so by: setting the development of research and engineering (...)
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  14.  67
    ENED-GEM: A Conceptual Framework Model for Psychological Enjoyment Factors and Learning Mechanisms in Educational Games about the Environment.Kristoffer S. Fjællingsdal & Christian A. Klöckner - 2017 - Frontiers in Psychology 8.
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  15. Roleplaying Game–Based Engineering Ethics Education: Lessons from the Art of Agency.Trystan S. Goetze - 2024 - Proceedings of the 2024 American Society for Engineering Education St. Lawrence Section Annual Conference.
    How do we prepare engineering students to make ethical and responsible decisions in their professional work? This paper presents an approach that enhances engineering students’ engagement with ethical reasoning by simulating decision-making in a complex scenario. The approach has two principal inspirations. The first is Anthony Weston’s scenario-based teaching. Weston’s concept of a scenario is a situation that changes in response to choices made by participants, according to an inner logic. Scenarios can dynamically explore open-ended complex problems without imposing predetermined (...)
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  16.  29
    Sports Teaching, Traditional Games, and Understanding in Physical Education: A Tale of Two Stories.Raúl Martínez-Santos, María Pilar Founaud, Astrid Aracama & Asier Oiarbide - 2020 - Frontiers in Psychology 11:581721.
    Unlike Dickens’s novel, this is not a tale of light and darkness, order and chaos, good and evil… It is, though, a story worth to be told about two standpoints about games and sports, teaching and research, physical education simply put, that have pursued similar interests on parallel tracks for too long, despite their apparent closeness and expected shared cultural grounds. The objective of this conceptual analysis is to try and reconcile two perspectives, namely motor praxeology and teaching games for (...)
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  17.  19
    Language games: Reimagining learning conversations in art education.John M. Hammersley - 2016 - Arts and Humanities in Higher Education 18 (1):49-59.
    This paper discusses how language games might facilitate a reimagining of learning conversations in art education, by comparing them with Socratic, Kantian and post-structuralist dialogical perspectives that inform group critique. It proposes that language games may facilitate the construction of more personal and layered modes of conversation, instead of prescribing processes intended to seek universal truths, authentic self-knowledge, or disruptive critical scepticism. It argues that they promote the recognition of all co-learners as people who come with their own valuable original (...)
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  18. Science education in Japan and the United States: Are the Japanese beating US at our own game?Anton E. Lawson - 1990 - Science Education 74 (4):495-501.
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  19. Games as Motivation for Education and Resource Management.Abigail Rondot - manuscript
     
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  20.  46
    Dewey and Video Games: From Education through Occupations to Education through Simulations.David I. Waddington - 2015 - Educational Theory 65 (1):1-20.
    Critics like Leonard Waks argue that video games are, at best, a dubious substitute for the rich classroom experiences that John Dewey wished to create and that, at worst, they are profoundly miseducative. Using the example of Fate of the World, a climate change simulation game, David Waddington addresses these concerns through a careful demonstration of how video games can recapture some of the lost potential of Dewey's original program of education through occupations. Not only do simulation games realize (...)
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  21.  56
    Game-based education for disaster prevention.Meng-Han Tsai, Ming-Chang Wen, Yu-Lien Chang & Shih-Chung Kang - 2015 - AI and Society 30 (4):463-475.
  22.  15
    End games? Consumer-based learning in higher education and its implications for lifelong learning.Michael Tomlinson - 2013 - Perspectives: Policy and Practice in Higher Education 17 (4):124-128.
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  23.  21
    Educated or Indoctrinated? Remarks on the Influence of Economic Teaching on Students’ Attitudes Based on Evidence from the Public Good Game Experiment.Jarosław Neneman & Joanna Dzionek-Kozłowska - 2021 - Studies in Logic, Grammar and Rhetoric 66 (4):353-371.
    Economic education is frequently blamed for negatively affecting students’ values and attitudes. Economists are reported as less cooperative, more self-interested, and more prone to free-riding. However, empirical evidence is inconclusive – certain studies support while others gainsay the so-called indoctrination hypothesis. We contribute to the discussion by running a Public Good Game quasi-experiment. Working with economics and non-economics graduates, we compared contributions to the common fund by representatives of both subsamples. Students’ contributions were then juxtaposed against the scores they (...)
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  24. Education in a complex world : nurturing chaordic agency through game design.Carlo Fabricatore & Ximena López - 2019 - In Jan Visser & Muriel Visser (eds.), Seeking Understanding: The Lifelong Pursuit to Build the Scientific Mind. Boston: Brill | Sense.
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  25.  34
    The art of education: Creative thinking and video games.Lina Georgieva & Alexander Nikulin - 2023 - Balkan Journal of Philosophy 15 (2):179-186.
    The COVID-19 pandemic has shed new light on some significant problems that have been present in the education systems for decades. Тhe lack of various educational methods is becoming more and more evident, leading to a decreasing interest in learning and critical thinking. Оn the other hand, more and more research shows that different types of digital games can enhance creative and critical thinking in students. А closer look at the requirements of the educational programs shows how strict (...)
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  26.  23
    ‘Wicked problems’ as catalysts for learning in educational ethics games.Aline Nardo & Matthew Gaydos - 2021 - Ethics and Education 16 (4):492-509.
    ABSTRACT In this paper we discuss the potential of digital games to create meaningful educational experiences that contribute to the learning of ethics in higher education Science, Technology, Engineering and Mathematics degrees. We describe the design of a new digital ethics game with a focus on the challenges we encountered when applying existing theoretical frameworks for educational games and propose ways to address these challenges. We contend that existing design frameworks fail to account for the ‘wickedness’ of (...)
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  27.  27
    Plagiarism Intervention Using a Game-Based Tutorial in an Online Distance Education Course.Cheryl A. Kier - 2019 - Journal of Academic Ethics 17 (4):429-439.
    This project assesses the ability of a game tutorial, “Goblin Threat” to increase university students’ ability to recognize plagiarized passages. The game tutorial covers information about how to cite properly, types and consequences of plagiarism, and the differences between paraphrasing and plagiarism. The game involves finding and clicking on “goblins” who ask questions about various aspects of plagiarism. Sound effects and entertaining visuals work to keep students’ attention. One group of 177 students enrolled in an online Psychology (...)
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  28.  25
    Signs, paradox, and sporting games in school physical education.Vicente Navarro-Adelantado & Miguel Pic - 2022 - Semiotica 2022 (248):153-168.
    The wide range of semiotic possibility, through networks of motor communications, reveal processes for decision-making with playful meaning. We describe a physical education experience according to a sequence based on five motor games, corresponding to five networks of motor communications, with the purpose of revealing the signs to interpret a fully comprehension of playful communication. A total of 180 high school students were part of this pedagogic experience. Events were obtained through the systematic observation of three game conducts, to (...)
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  29.  47
    A Philosophy of Physical Education Oriented toward the Game as an Object. Showing the Inexhaustible Reality of Games through Bernard Suits’ Theory.Wenceslao Garcia-Puchades & Oscar Chiva-Bartoll - 2020 - Sport, Ethics and Philosophy 14 (2):192-205.
    Although a large number of theories justify the presence of games in school, all of them converge in two of the educational functions described by Biesta, socialization and qualification. In contra...
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  30.  29
    Playing the interdisciplinary game across education-medical education boundaries:sites of knowledge, collaborative identities and methodological innovations.Sue E. Timmis & Jane Williams - unknown
    This paper aims to interrogate the potential and challenges in interdisciplinary working across disciplinary boundaries by examining a longitudinal partnership designed to research student experiences of digital technologies in undergraduate medicine established by the two authors. The paper is situated in current methodological trends including the changing value of replicability and evidence based methods and increases in qualitative and mixed methods studies in Medical Education, whilst education research has seen growing encouragement for randomised controlled trials and large-scale quantitative studies. A (...)
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  31. Education as Simulation Game: A Critical Hermeneutic.James Palermo - 1979 - Journal of Thought 14 (3):220-27.
     
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  32.  31
    Life, Death and Transformation: Education and Incompleteness in Hermann Hesse's The Glass Bead Game.P. Roberts - 2014 - .
    Reproduced with permission from the Canadian Journal of Education.
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  33.  39
    9. traditional games as new games: Towards an educational philosophy of play.Kit N.⊘Rgaard - 2009 - Sport, Ethics and Philosophy 3 (2):253 – 273.
    Where there is festivity and song, there is also play and game. This was at least true for many pre-modern popular gatherings. But where is play and game in contemporary sport for all? In this chap...
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  34. The Learning Game: Arguments for an Education Revolution.Michael Barber - 1997 - British Journal of Educational Studies 45 (4):426-429.
     
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  35. e-Games in Education: the Case of Intermodality in Transport.Fernand Vandamme, Han Yousong, Lin Wang, Mike Vandamme & Peter Kaczmarski - 2006 - Communication and Cognition. Monographies 39 (3-4):169-176.
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  36.  44
    Fictitious Language Games, Otherness, and Philosophy of Education: A View on the Later Wittgenstein.Tomasz Zarębski - 2023 - Studies in Philosophy and Education 42 (3):323-336.
    The article combines later Wittgenstein’s fictitious language games, along with the forms of life associated with them, with the concept of otherness and places them both within the philosophy of education. The account of otherness overlaps with the view of fictional language games in that the latter deviates from our ordinary, extant uses of language and our Lebensform, and thus can be perceived as extraordinary, unusual, strange, and sometimes nonsensical. The advantages of dealing with such construed preposterousness rely, first, on (...)
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  37.  81
    Designing games to teach ethics.Peter Lloyd & Ibo van de Poel - 2008 - Science and Engineering Ethics 14 (3):433-447.
    This paper describes a teaching methodology whereby students can gain practical experience of ethical decision-making in the engineering design process. We first argue for the necessity to teach a ‘practical’ understanding of ethical issues in engineering education along with the usual theoretical or hypothetical approaches. We then show how this practical understanding can be achieved by using a collaborative design game, describing how, for example, the concept of responsibility can be explored from this practical basis. We conclude that the (...)
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  38.  38
    The Scheme Game: How DACA Recipients Navigate Barriers to Higher Education.Luis Fernando Macías - 2018 - Educational Studies 54 (6):609-628.
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  39.  48
    Video Games and Higher Education: What Can “Call of Duty” Teach Our Students?Nick Tannahill, Patrick Tissington & Carl Senior - 2012 - Frontiers in Psychology 3.
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  40.  28
    (1 other version)The Game of Life: College Sports and Educational Values By James L. Shulman and William G. Bowen. Published 2001 by Princeton University Press, 41 William Street, Princeton, NJ 08540. [REVIEW]Robert L. Simon - 2002 - Journal of the Philosophy of Sport 29 (1):87-95.
  41.  14
    Emile’s Language Games : Reinterpretation of Rousseau’s Educational Methods.Ri-Na Ku - 2012 - The Journal of Moral Education 24 (1):119.
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  42.  73
    Ethical aspects of sport and games and physical education.David Aspin - 1975 - Journal of Philosophy of Education 9 (1):49–71.
    David Aspin; Ethical Aspects of Sport and Games and Physical Education1, Journal of Philosophy of Education, Volume 9, Issue 1, 30 May 2006, Pages 49–71, https.
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  43.  19
    Playing the alliance game in higher education.Glenys Patterson - 2001 - Perspectives: Policy and Practice in Higher Education 5 (1):6-11.
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  44. Study Protocol of Sleep Education Tool for Children: Serious Game “Perfect Bedroom: Learn to Sleep Well”.Katie Moraes de Almondes & Maria E. M. Leonardo - 2018 - Frontiers in Psychology 9.
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  45.  17
    Active Philosophy in Education and Science: Paradigms and Language-Games.David Stenhouse - 1985 - Allen & Unwin.
  46. On-Line Games and Videogames Educative Power, a New Challenge to Psycho-Pedagogy in the Information Society.F. Revuelta - 2004 - Theoria 13:97-102.
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  47.  3
    Game-based tasks in a ‘speaking classroom’: Collaborative map-drawing as an agent for rhizomatic learning.B. Humaira Mariyam & V. K. Karthika - forthcoming - Educational Philosophy and Theory.
    Games are used as effective pedagogical tools in language classrooms. Gamifying language tasks can motivate learners to actively participate in the learning process. Probing how games in English language classrooms enable rhizomatic learning, this research study explores how the use of collaborative drawing, elements of gamification, and improvisation function as agents for rhizomatic learning. The study also attempts to find the pedagogical implications of developing learners’ speaking proficiency through map-drawing games. In the intervention, a teacher-led map-drawing game adapted from (...)
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  48.  59
    Gaming the gamer? – The ethics of exploiting psychological research in video games.Johnny Hartz Søraker - 2016 - Journal of Information, Communication and Ethics in Society 14 (2):106-123.
    The purpose of this paper is to investigate the ethical implications of video game companies employing psychologists and using psychological research in game design.,The author first argues that exploiting psychology in video games may be more ethically problematic than familiar application domains like advertising, gambling and political rhetoric. Then an overview of the effects particular types of game design may have on user behavior is provided, taking into account various findings and phenomena from behavioral psychology and behavioral (...)
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  49. Appropriate Self-Perceived Behaviors in Primary Education Pupils During Sports Games.Pedro Gil-Madrona, José Luis Gómez, Miguel Ángel Aguilar-Jurado & Eva Cristina Gutiérrez-Marín - 2020 - Frontiers in Psychology 11:529563.
    Based on the results obtained from primary education students—fifth and sixth graders—the aim of this work is to check the appropriate self-perceived behaviors during and at the end of the game. The study population was made up of 698 students from fifth and sixth grade in the Autonomous Region of Castilla–La Mancha (Spain). Data were collected through a questionnaire (scale) on the social skills of primary school students linked to the adequate skills when losing, the adequate skills when winning, (...)
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  50.  20
    Digital Learning Games for Mathematics and Computer Science Education: The Need for Preregistered RCTs, Standardized Methodology, and Advanced Technology.Lara Bertram - 2020 - Frontiers in Psychology 11.
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