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Kaimara, Polyxeni; Fokides, Emmanuel; Oikonomou, Andreas; Deliyannis, Ioannis – Technology, Knowledge and Learning, 2021
?eachers seek to attract students' attention by demonstrating the relevance of learning content to daily activities and enhancing their students' self-esteem and satisfaction. In the digital world, an example of an innovative learning tool is digital games. Digital game learning (DGBL) is a smart pedagogical approach that utilises digital games.…
Descriptors: Barriers, Computer Games, Game Based Learning, Preservice Teachers
Fokides, Emmanuel; Atsikpasi, Penelope; Kaimara, Polyxeni; Deliyannis, Ioannis – Journal of Information Technology Education: Research, 2019
Aim/Purpose: This work examines which factors influence user views on the learning effectiveness of serious games. For that matter, a model was developed and tested. Background: Although the impact of serious games on learning is their most widely ex-amined aspect, research is spread thin across a large number of studies having little in common in…
Descriptors: Game Based Learning, Educational Games, Instructional Effectiveness, College Students
Chartofili, Anna; Fokides, Emmanuel – Open Journal for Educational Research, 2019
The study presents the preliminary results of a project having as an overall objective to examine whether digital games have an impact on teenagers' cultural identity formation. Having completed the first stage, the results regarding digital games' impact on knowledge about local history are reported. Thirty high-school students from the island of…
Descriptors: Local History, Game Based Learning, Computer Games, High School Students

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