Sabani, S. (2022). Using mobile video games in the teaching of foundation phase mathematics [Master’s thesis, University of Johannesburg]. University of Johannesburg Institutional Repository (UJIR). https://hdl.handle.net/10210/503450 Abstract: “A solid Mathematics foundation is necessary in ensuring that learners can think critically and solve problems. It was stated in the Trend in…
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Johnson, F. V. (2023). Teachers’ perceptions on the influence of Kahoot! on the mathematics achievement of high school students (Publication No. 30250655)[Doctoral dissertation, The Chicago School of Professional Psychology]. ProQuest Dissertations and Theses Global. Abstract: “The use of digital game-based learning has increased in recent years. Educators have a plethora…
Comments closedKivuti-Bitok, L. W., Cheptum, J. J., Mutwiri, M., Wanja, S., & Ngune, I. (2023). Virtual reality and serious gaming in re-engineering clinical teaching: A review of literature of the experiences and perspectives of clinical trainers. African Journal of Health, Nursing and Midwifery, 6(2), 53-86. https://doi.org/10.52589/AJHNM-MFH6YYS8 Abstract: “Re-engineer clinical teaching through…
Comments closedHayak, M., & Avidov-Ungar, O. (2023). Knowledge and planning among teachers integrating digital game-based learning into elementary school classrooms. Technology, Pedagogy and Education, 32(2), 239-255. https://doi.org/10.1080/1475939X.2023.2175719 Abstract: “The qualitative research employed semi-structured interviews with 28 elementary school teachers to examine the types of knowledge they use to integrate digital game-based…
Comments closedChee, E. J. M., Prabhakaran, L., Neo, L. P., Carpio, G. A. C., Tan, A. J. Q., Lee, C. C. S., & Liaw, S. Y. (2019). Play and learn with patients-Designing and evaluating a serious game to enhance nurses’ inhaler teaching techniques: A randomized controlled trial. Games for Health Journal,…
Comments closedPondee, P., Panjaburee, P. & Srisawasdi, N. (2021). Preservice science teachers’ emerging pedagogy of mobile game integration: a tale of two cohorts improvement study. RPTEL, 16, Article 27. https://doi.org/10.1186/s41039-021-00174-8 Abstract: “In the context of the current teacher education program in Thailand, Technology Pedagogical and Content Knowledge (TPACK) framework is formally recognized…
Comments closedChoi, B. (2023). A collaborative board game as an assessment environment to evaluate teacher’s pedagogical design thinking for technology integration. Journal of Formative Design in Learning. Advance online publication. https://doi.org/10.1007/s41686-023-00075-7 Abstract: “Games always provide explicit outcomes to be able to feasibly predict and assess a player’s performance in a rich social…
Comments closedWiburg, K., Chamberlin, B., Trujillo, K., Parra, J. L., Stanford, T. (2016). Transforming mathematics teaching through games and inquiry. In M. Niess, S. Driscoll, & K. Hollebrands (Eds.), Handbook of research on transforming mathematics teacher education in the digital age (pp. 52-77). IGI Global. http://doi.org/10.4018/978-1-5225-0120-6.ch003 Abstract: “This chapter describes the design, development, and testing…
Comments closedHsu, C.-Y., Tsai, M.-J., Chang, Y.-H., & Liang, J.-C. (2017). Surveying in-service teachers’ beliefs about game-based learning and perceptions of technological pedagogical and content knowledge of games. Educational Technology & Society, 20(1), 134–143. Abstract: “Using the Game-based-learning Teaching Belief Scale (GTBS) and the Technological Pedagogical Content Knowledge—Games questionnaire (TPACK-G), this study…
Comments closedPrabawa, H. W. (2017). A review of gamification in technological pedagogical content knowledge. Journal of Physics: Conference Series, 812(012019), 1-4. doi:10.1088/1742-6596/812/1/012019 Abstract: “This paper review 10 papers that relating to gamification adoption in developing technological pedagogical content knowledge (TPACK) framework. Technological developments lately led to the trend of increased use of ICT…
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