Disciplinary integration of digital games for science learning

نوع المستند : المقالة الأصلية

المؤلفون

المستخلص

A better way to help students acquire information and skills is through game-based learning,
which involves creating learning environments with digital or nondigital games. This study
looks into how science learning and self-efficacy are affected by game-based learning in
primary school. To compare the effects of digital and non-digital game-based learning, we
ran an experiment. Our results show that scholars with the game-based learning organization
finished notably higher on content tests and stated better self-efficacy than the conventional
lecture organization. When observing science learning performance, no significant
differences were found between Students in the digital game group had considerably
stronger self-efficacy than those in the non-digital game group.

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الموضوعات الرئيسية