![]() The research revealed four main themes: Collaborative Teaching and Learning, Holistic Support for Students, Innovative Teaching and Learning Approaches, and Emphasis on Student Assessment and Evaluation. The study utilized semi-structured interviews for data collection and qualitative content analysis for data analysis. The study included 12 participants, consisting of 6 teachers and 6 students, who were selected based on their experiences and perspectives related to successful approaches in senior high school education. This qualitative research study aimed to explore and understand successful approaches used in senior high school education. Particularities of the context of the study causing the results and study’s far-reaching implications were discussed. The results illustrated that the interaction of method and gender had no influence on the achievement. The results ascertained that even though there were significant learning gains in control as well as experimental groups, no substantial significant difference was observed in the achievement across the groups. The control group partook in a lecture-based learning environment for two weeks, whereas the experimental group learned with a digital game-based learning environment. The participants were block-randomized to the groups. We recruited 266 students attending 10th-grade at a public high school. The static-group pre-test post-test design was adopted. To this end, a three dimensional multi-user digital game-based learning environment through Active Worlds game engine was created. ![]() ![]() In this regard, this piece of work was undertaken so as to reveal the impact of a digital game-based learning environment on the achievement of secondary school participants in the topic of Internet literacy in Turkey. Since the effectiveness of pedagogies relies heavily on the context they are practiced, scholars strive to revalidate them with different participants representing different disciplines, age, cultures and so on. The results help educational leaders, instructors, and curriculum designers more effectively integrate digital-based games to engage a growing population of nontraditional adults who are now the new face of the average college student. This literature review identified engagement ways, learning skills, and learning subjects that are enhanced for nontraditional undergraduate students by using digital-based games. To address this research problem, a literature review of 77 articles was conducted using the Cooper’s Taxonomy which involved (a) formulating the problem, (b) collecting data, (c) evaluating data appropriateness, (d) analyzing and interpreting relevant data, and (e) organizing and presenting the results. The problem is few studies have explored the influence of digital game-based learning on the academic performance of nontraditional undergraduate students. These games can be used to engage various learning needs, levels, and behaviors. Technological advances have provided educational institutions the capability to integrate various digital-based games in the courses.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |