Effect of Curriculum-Based Video Games on Students' Performance: An Experimental Study.
Abdul Rauf BaigAmjad AlotaibiPublished in: iJET (2020)
Keyphrases
- video games
- learning experience
- helping students
- game based learning
- middle school
- students learning
- high school
- secondary education
- computer supported collaboration
- mathematics learning
- game play
- educational games
- learning gains
- learning outcomes
- secondary school
- game design
- learning tools
- elementary school
- learning process
- computer games
- elementary school students
- computer science curriculum
- student learning
- game playing
- mobile learning
- learning styles
- school education
- college students
- e learning
- adventure game
- quest atlantis
- game mechanics
- teaching materials
- science education
- serious games
- commercial games
- primary school
- playing games
- teaching methods
- high school students
- collaborative learning
- higher education
- learning environment
- educational settings
- learning activities
- intelligent tutoring systems
- grade level
- learning scenarios
- machine learning
- curriculum design
- learning platform
- computer supported
- computer programming
- professional development
- role playing game
- statistically significant
- computer supported collaborative learning
- hong kong
- grade students
- cooperative learning