The Effects of Digital Game-Based Learning in Technology-Oriented Course: A Case Study in the Biochemistry Department

This study was done to find out what students thought about the variables of perceived control, perceived learning, perceived benefit, interest, motivation, affective components, attitude, behavioral components, and learning experience when using digital games in information and communication techn...

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Bibliographic Details
Main Author: Cengiz Gunduzalp
Format: Article
Language:English
Published: Seyit Ahmet Kıray 2024-01-01
Series:Journal of Education in Science, Environment and Health
Subjects:
Online Access:https://jeseh.net/index.php/jeseh/article/view/610
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