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Autor/inn/enTham, Raymond; Tham, Lesley
TitelThe Effectiveness of Game-Based Learning as an Instructional Strategy to Engage Students in Higher Education in Singapore
QuelleIn: International Journal on E-Learning, 13 (2014) 4, S.483-496 (14 Seiten)Infoseite zur Zeitschrift
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Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN1537-2456
SchlagwörterForeign Countries; Educational Games; Higher Education; College Students; Educational Strategies; Teaching Methods; Instructional Effectiveness; Learner Engagement; Student Motivation; Multimedia Instruction; User Satisfaction (Information); Independent Study; Cooperative Learning; Teamwork; Educational Benefits; Cognitive Style; Competition; Transformative Learning; Goal Orientation; Feedback (Response); Problem Solving; Active Learning; Asians; Singapore
AbstractThe Internet Generation today is accustomed to multi-tasking, graphics, fun, and fantasy. Educators are finding it challenging to engage and motivate students with the traditional mode of teaching. They are increasingly seeking to tap the potential of game-based learning to engage and motivate learners. Game-based learning is also catching on in schools and higher education in Asia. Universities in Singapore are beginning to explore new ways to engage students in learning. This paper examines whether game-based learning is an effective instructional strategy for engaging students in higher education in Singapore. It will examine how game-based learning motivates and engages students and whether game-based learning is an effective instructional strategy for engaging students in higher education in Singapore. (As Provided).
AnmerkungenAssociation for the Advancement of Computing in Education. P.O. Box 1545, Chesapeake, VA 23327. Tel: 757-366-5606; Fax: 703-997-8760; e-mail: info@aace.org; Web site: http://www.aace.org
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2020/1/01
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