THE ROLE OF GAME TECHNOLOGY IN TRANSFORMING HIGHER EDUCATION: OPPORTUNITIES, THEORIES, AND CHALLENGES

Автор(и)

  • Guo Xiao West Ukrainian National University Автор

Анотація

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Посилання

Dahalan, F., Alias, N., & Shaharom, M. S. N. (2024). Gamification and game based learning for vocational education and training: A systematic literature review. Education and Information Technologies, 29(2), 1279–1317.

Kirkley, S. E., & Kirkley, J. R. (2005). Creating next generation blended learning environments using mixed reality, video games and simulations. TechTrends, 49(3), 42–53.

Muhabbat, H., Mukhiddin, K., Jalil, H., Dustnazar, K., Farxod, T., Shavkat, M., ... & Jakhongir, S. (2024). The digital frontier: AI-enabled transformations in higher education management. Indonesian Journal of Educational Research and Technology, 4(1), 71–88.

Pho, A., & Dinscore, A. (2015). Game-based learning. Tips and trends, 2.

Tobias, S., Fletcher, J. D., & Wind, A. P. (2014). Game-based learning. Handbook of research on educational communications and technology, 485–503.

Warburton, S. (2009). Second Life in higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teaching. British journal of educational technology, 40(3), 414–426.

Завантаження

Опубліковано

04-12-2024

Як цитувати

THE ROLE OF GAME TECHNOLOGY IN TRANSFORMING HIGHER EDUCATION: OPPORTUNITIES, THEORIES, AND CHALLENGES. (2024). ІННОВАЦІЙНІ ПРОЦЕСИ ОСВІТНЬОЇ СФЕРИ УКРАЇНИ ТА КРАЇН ЦЕНТРАЛЬНОЇ ЄВРОПИ: СТАН, ПРОБЛЕМИ І ПЕРСПЕКТИВИ, 116-118. https://conference.wunu.edu.ua/index.php/iposu/article/view/462