Exploring the Influence of Various Digital Game‐Based Learning Platforms on Critical Thinking
Bibliographic Data
| ID | 21499482 |
|---|---|
| Authors | Tsung‐Yen Chuang (0000-0002-9048-4402, Department of Information and Learning Technology National University of Tainan Tainan Taiwan), Szu‐Kai Tsai (0009-0005-8979-1789, Department of Information and Learning Technology National University of Tainan Tainan Taiwan, corresponding author), Yu‐Hsuan Lu (0009-0005-1405-5787, Department of Information and Learning Technology National University of Tainan Tainan Taiwan) |
| Year | 2025 |
| Volume | 41 |
| Issue | 6 |
| Publication date | 2025-12-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Journal of Computer Assisted Learning (JOURNAL) |
| Journal identifiers | ISSN: 0266-4909 • E-ISSN: 1365-2729 |
| Publisher | Wiley (PUBLISHER • GB) |
| DOI | 10.1111/jcal.70141 |
| OpenAlex | W4415255095 |
| Language | EN |
| References cited | 79 |
Adaptability · Critical thinking · Digital Learning · Imitation · Perception · Virtual reality · Education and Critical Thinking Development · Education and Learning Interventions · Educational Games and Gamification
Learning in virtual reality
Digital storytelling for enhancing student academic achievement, critical thinking, and learning motivation
A review of the use of virtual reality head-mounted displays in education and training
Creativity, Critical Thinking, Communication, and Collaboration
Strategies for Teaching Students to Think Critically
Developing students’ self-regulated learning strategies to facilitate vocabulary development in a digital game-based learning environment
The effectiveness of VR environment on primary and secondary school students’ learning performance in science courses
A digital role-playing game for learning
Effects of integrating maternity VR-based situated learning into professional training on students’ learning performances
Cooperative-flipped classroom under online modality
The development of students’ computational thinking practices in elementary- and middle-school classes using the learning game, Zoombinis
Designing and evaluating a high interactive augmented reality system for programming learning
Cognitive and emotional engagement while learning with VR
Effect of Socratic Reflection Prompts via video-based learning system on elementary school students’ critical thinking skills
Conceptions of the metaverse in higher education
Designing digital game-based learning for professional upskilling
Applying a business simulation game in a flipped classroom to enhance engagement, learning achievement, and higher-order thinking skills
A study of how immersion and interactivity drive VR learning
Self-directed learning in video games, affordances and pedagogical implications for teaching and learning
Comparative analysis of Student's live online learning readiness during the coronavirus (Covid-19) pandemic in the higher education sector
Integration of the peer assessment approach with a virtual reality design system for learning earth science
Immersive virtual reality for increasing presence and empathy
The effects of digital storytelling games on high school students' critical thinking skills
Using peer feedback to improve critical thinking in computer‐supported collaborative argumentation
Shake it or light it! The effects of cueing in desktop‐VR learning environments on search time and learning
Assessing the impact and development of immersive VR technology in education
Effectiveness of immersive virtual reality using head‐mounted displays on learning performance
Virtual Reality as Pedagogical Tool to Enhance Experiential Learning
Examining the Effects of Immersive Game-Based Learning on Student Engagement and the Development of Collaboration, Communication, Creativity and Critical Thinking
Thinking through talk
A Developmental Model of Critical Thinking
Thinking Interestingly
| Citation velocity | historical |
|---|---|
| Highly cited | No |