DGIST: a digital game for international students' adjustment.
Maryam BisadiAlton Y. K. ChuaPublished in: Interact. Technol. Smart Educ. (2014)
Keyphrases
- digital games
- secondary school
- game based learning
- learning environment
- educational tool
- role play
- conceptual understanding
- digital game based learning
- educational games
- student learning
- learning experience
- high school students
- learning tools
- e learning
- computer supported collaborative learning
- game design
- serious games
- learning outcomes
- learning activities
- national science foundation
- game play
- higher education
- university students
- learning process
- hong kong
- learning styles
- collaborative learning
- distance learning