Purpose – The purpose of this paper is to propose an experiential learning framework for understanding how play can potentially create a unique ludic learning space conducive to deep learning. Design/methodology/approach – The framework is developed by integrating two perspectives. First, from ...
Leveraging Play for Learning and Development: Incorporating Cultural‐Evolutionary Insights into Early Educational Practices There is a renewed scientific interest in the role of childhood in human evolution, pointing to the explorative phase of a human''s life history that shapes how children learn and...
deep-learning-librarydeep-learning-frameworkproject-based-learning UpdatedJan 9, 2025 Python davidteather/everything-web-scraping Sponsor Star355 Code Issues Pull requests Learn everything web scraping with David Teather Codes on YouTube pythoncourseeverythingreverse-engineeringpython3web-scrapingcourseswebsc...
Learning to use ICT does not qualify. For example, learners might learn about PowerPoint as they create a presentation for history class. However, to support knowledge construction, the use of PowerPoint must help learners deepen their interpretation, analysis, synthesis, or evaluation of histor...
The rise of game-based learning exemplified how playing was helping people learn, while it also raised the opposite question of how people could learn to play video games. Studying in-game tutorials might offer a sensible answer to this question. Under the context of game design, the ...
.NET: Microsoft Technologies based on the .NET software framework. Machine learning: A type of artificial intelligence focused on enabling computers to use observed data to evolve new behaviors that have not been explicitly programmed.
Play-based learning is, essentially, to learn while at play. Although the exact definition of play continues to be an area of debate in research, including what activities can be counted as play,5 play-based learning is distinct from the broader concept of play. Learning is not necessary for...
Study 1—initial intervention study, establishing the causal impact of action video game play on “learning to learn” across cognitive domains Fig. 1: Intervention protocol, learning tasks, and learning models. We first confirmed that the two training groups had comparable perceptual learning performa...
Even though engagement factors in the cognitive dimension of learning (Wouters & van Oostendorp,2017) and in learning game design (Charsky,2010; Lameras et al.,2017; van der Meij et al.,2020) have been extensively researched, there is a lot left to learn about the interrelation between en...
This research focuses on BioScientist, a digital game-based, inquiry-based learning program embedded in the biology curriculum that develops inquiry skills