![]() ![]() Towards personalised, gamified systems: An investigation into game design, personality and player typologies. Accessed 17 October 2017.įerro, L.S., Walz, S.P., & Greuter, S. Learning and teaching styles in engineering education. Artificial Intelligence Review, 42(4), 801–819.įelder, R. Learning styles assessment and theoretical origin in an E-learning scenario: A survey. Journal of Computer Assisted Learning, 34(5), 492–503.ĭeborah, L. Learning and engagement in a gamified course: I nvestigating the effects of student characteristics. GameSpot UK.ĭavis, K., Sridharan, H., Koepke, L., Singh, S., & Boiko, R. Expert Systems with Applications, 75, 94–108.īoyes, E. Learning style identifier: Improving the precision of learning style identification through computational intelligence algorithms. ![]() Genre and game studies: Toward a critical approach to video game genres. In 2017 2nd international conference on knowledge engineering and applications (ICKEA) (pp. LAES: An adaptive education system based on learners' learning styles. International Journal of Business and Social Science, 6(4–1), 152–165.Īlzain, A., Clark, S., Ireson, G., & Jwaid, A. University students' learning styles and their ability to solve mathematical problems. Croatian Journal of Education: Hrvatski časopis za odgoj i obrazovanje, 19(2), 511–562.Īljaberi, N. A literature review of empirical research on the effects of digital games on learning styles and multiple intelligences. Pearson Education.Īleksić, V., & Ivanović, M. Three of seven hypotheses (the relationship between visual learning style and simulation game, sequential learning style and puzzle game, sensing learning style and casual game) were confirmed which can be the guide to design games in the environment of game-based learning more effectively.Īdams, E. Then the results are analyzed using Pearson’s chi-squared test and Crosstab. To this end, the research data were collected from 121 students at the universities in Qom province. Accordingly, this study investigated the relationship between the Felder-Silverman learning styles model (FSLSM) and four types of games. Currently, playing computer games have become far more widespread among Iranian youth and teenagers who are mostly students. To increase the effectiveness of educational games, new games fit the learning styles of each individual can be made to have a customized learning environment. The game-based learning, which uses computer games to improve performance and learning, is a new field which can be used as a powerful educational tool. ![]()
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