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Students' perspective about using digital games for knowledge &skills building: A case study with master students in educationaltechnology in Hungary

Başlık çevirisi mevcut değil.

  1. Tez No: 794884
  2. Yazar: FATMA NUR BARCIN
  3. Danışmanlar: DR. ATTILA RAUSCH, DR. MICHAEL GOLDRICK
  4. Tez Türü: Yüksek Lisans
  5. Konular: Bilgisayar Mühendisliği Bilimleri-Bilgisayar ve Kontrol, Bilim ve Teknoloji, Eğitim ve Öğretim, Computer Engineering and Computer Science and Control, Science and Technology, Education and Training
  6. Anahtar Kelimeler: Belirtilmemiş.
  7. Yıl: 2022
  8. Dil: İngilizce
  9. Üniversite: Eötvös Loránd University
  10. Enstitü: Yurtdışı Enstitü
  11. Ana Bilim Dalı: Belirtilmemiş.
  12. Bilim Dalı: Belirtilmemiş.
  13. Sayfa Sayısı: 80

Özet

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Özet (Çeviri)

This study, which will go through the list of students' experiences and thoughts on the gaming, summarizes why it is important to use games in daily life and school life. The expectation of research is that gaming is seen in a new light and that you appreciate the various nuances that perceive gaming experiences to be essential for all ages and situations. The goal of game-based learning is to create a new learning system that incorporates gaming possibilities. Overall digital games and effective learning aspects are frequently used to attain this goal, including all types of digital games and video games, which are the subject of this study. As the field of digital games continues to develop, this study seeks to investigate perspectives, thoughts, and experiences from the literature as well as statistics from students who play entertainment games from a pedagogical standpoint. Thirteen educational technology students wrote an essay about their experiences in a game-based learning class, coding and synthesizing the results based on the most often reported criteria in the students' actual and digital lives. The major goal is to investigate the impact of digital games on accomplishing certain learning objectives such as knowledge and skill development. Overall, the findings suggest that games have a good impact on student learning. When games are integrated into the learning process, the researchers identify three learning outcomes: emotional, behavioral, and experiential. As a final phase, the study compiles evidence in support of the use of digital games for the goals of improving problem-solving and teamwork skills. Such proof also paves the way for future study alternatives and directions. Students using video games showed that their problemsolving and collaboration skills increased significantly by experiencing real-life experiences in digital game. Although this shows that video games are an effective method for building knowledge and skills, the playing histories and motivations of the students participating in the study presented different results about the outcomes of learning and development. KEYWORDS Game-based learning, digital games, problem-solving, collaboration, educational technology, learning outcomes, game efficiency

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