語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Leveling Up: Students' Perceptions o...
~
Al-Houssein, Maryan,
FindBook
Google Book
Amazon
博客來
Leveling Up: Students' Perceptions of Digital Game-Based Learning /
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Leveling Up: Students' Perceptions of Digital Game-Based Learning // Maryan Al-Houssein.
作者:
Al-Houssein, Maryan,
面頁冊數:
1 electronic resource (93 pages)
附註:
Source: Dissertations Abstracts International, Volume: 86-06, Section: A.
Contained By:
Dissertations Abstracts International86-06A.
標題:
Education. -
電子資源:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=31765378
ISBN:
9798346859734
Leveling Up: Students' Perceptions of Digital Game-Based Learning /
Al-Houssein, Maryan,
Leveling Up: Students' Perceptions of Digital Game-Based Learning /
Maryan Al-Houssein. - 1 electronic resource (93 pages)
Source: Dissertations Abstracts International, Volume: 86-06, Section: A.
This case study investigated middle school students' perceptions of digital game-based learning (DGBL) in the classroom, focusing on engagement, motivation, and academic achievement. Using Piaget's (1962) Constructivist Learning Theory as a framework, the research examined the influence of interactive digital games on students' educational experiences. A qualitative study was utilized, using Likert scale surveys and open-ended questions to gather rich, descriptive data from students across grades 6-8. The findings revealed three primary themes: (1) Engagement and Interest, with students reporting increased enjoyment and interactivity in learning; (2) Motivation and Focus, indicating that competitive elements and rewards in games encourage student participation; and (3) Learning Benefits, with students perceiving improved understanding of complex concepts through game-based activities. An analysis of student responses revealed that a substantial majority of participants found DGBL to be an enjoyable experience. Many students also expressed increased motivation when interacting with digital games. More than half of the respondents viewed DGBL as beneficial to their academic achievement, indicating a positive influence on their learning outcomes.
English
ISBN: 9798346859734Subjects--Topical Terms:
516579
Education.
Subjects--Index Terms:
Academic achievement
Leveling Up: Students' Perceptions of Digital Game-Based Learning /
LDR
:02763nmm a22004693i 4500
001
2429107
005
20250428055606.5
006
m o d
007
cr|nu||||||||
008
261011s2024 miu||||||m |||||||eng d
020
$a
9798346859734
035
$a
(MiAaPQD)AAI31765378
035
$a
AAI31765378
040
$a
MiAaPQD
$b
eng
$c
MiAaPQD
$e
rda
100
1
$a
Al-Houssein, Maryan,
$e
author.
$3
3816758
245
1 0
$a
Leveling Up: Students' Perceptions of Digital Game-Based Learning /
$c
Maryan Al-Houssein.
264
1
$a
Ann Arbor :
$b
ProQuest Dissertations & Theses,
$c
2024
300
$a
1 electronic resource (93 pages)
336
$a
text
$b
txt
$2
rdacontent
337
$a
computer
$b
c
$2
rdamedia
338
$a
online resource
$b
cr
$2
rdacarrier
500
$a
Source: Dissertations Abstracts International, Volume: 86-06, Section: A.
500
$a
Advisors: Reid, David Committee members: Omegna, Elizabeth; Garton, Paul.
502
$b
Ed.D.
$c
Seton Hall University
$d
2024.
520
$a
This case study investigated middle school students' perceptions of digital game-based learning (DGBL) in the classroom, focusing on engagement, motivation, and academic achievement. Using Piaget's (1962) Constructivist Learning Theory as a framework, the research examined the influence of interactive digital games on students' educational experiences. A qualitative study was utilized, using Likert scale surveys and open-ended questions to gather rich, descriptive data from students across grades 6-8. The findings revealed three primary themes: (1) Engagement and Interest, with students reporting increased enjoyment and interactivity in learning; (2) Motivation and Focus, indicating that competitive elements and rewards in games encourage student participation; and (3) Learning Benefits, with students perceiving improved understanding of complex concepts through game-based activities. An analysis of student responses revealed that a substantial majority of participants found DGBL to be an enjoyable experience. Many students also expressed increased motivation when interacting with digital games. More than half of the respondents viewed DGBL as beneficial to their academic achievement, indicating a positive influence on their learning outcomes.
546
$a
English
590
$a
School code: 0199
650
4
$a
Education.
$3
516579
650
4
$a
Educational technology.
$3
517670
650
4
$a
Educational leadership.
$3
529436
650
4
$a
Curriculum development.
$3
684418
650
4
$a
Middle school education.
$3
969762
653
$a
Academic achievement
653
$a
Digital game-based learning (dgbl)
653
$a
Digital gaming
653
$a
Engagement
653
$a
Middle school students
653
$a
Motivation
690
$a
0515
690
$a
0710
690
$a
0449
690
$a
0727
690
$a
0450
710
2
$a
Seton Hall University.
$b
Education Leadership, Management and Policy.
$e
degree granting institution.
$3
3816759
720
1
$a
Reid, David
$e
degree supervisor.
773
0
$t
Dissertations Abstracts International
$g
86-06A.
790
$a
0199
791
$a
Ed.D.
792
$a
2024
856
4 0
$u
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=31765378
筆 0 讀者評論
館藏地:
全部
電子資源
出版年:
卷號:
館藏
1 筆 • 頁數 1 •
1
條碼號
典藏地名稱
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
W9524802
電子資源
11.線上閱覽_V
電子書
EB
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
評論
新增評論
分享你的心得
Export
取書館
處理中
...
變更密碼
登入