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Using mobile learning games for delivery purposes in humanities

机译:使用移动学习游戏进行人文交流

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Games and applications with gamified elements have been used in teaching and learning widely. Gamified applications attract the interest of students and teachers because they assist them to achieve their cognitive and pedagogical purposes. This paper describes a study that explores the use of a gamified learning application designed to introduce students at key stages 3 and 4 (ages 14-15) to ancient Greek Philosophy. The study involves 3 tests and 3 different groups of students and aimed to explore if the application improves students' knowledge and understanding and to compare different styles of subject delivering. This paper presents and discusses in details the results of the first test.
机译:具有游戏化元素的游戏和应用程序已广泛用于教学和学习中。游戏化的应用吸引了学生和教师的兴趣,因为它们可以帮助他们实现认知和教学目的。本文介绍了一项研究,该研究探索了一种游戏化学习应用程序的使用,该应用程序旨在将处于关键阶段3和4(14至15岁)的学生介绍给古希腊哲学。这项研究涉及3个测试和3个不同的学生组,旨在探讨该应用程序是否可以提高学生的知识和理解力,并比较不同的学科交付方式。本文介绍并详细讨论了第一个测试的结果。

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