This text will try to explore the question of adopting gaming into education. Explore its possible benefits by measuring the test results of college students. The goal of this research is to try to find if there is a noticeable difference and benefit from this new type of pedagogical approach. What are the student’s opinions and sentiments towards it with the objective of providing the best possible result in students' motivation.
This text will try to explore the question of adopting gaming into education. Explore its possible benefits by measuring the test results of college students. The goal of this research is to try to find if there is a noticeable difference and benefit from this new type of pedagogical approach. What are the student’s opinions and sentiments towards it with the objective of providing the best possible result in students' motivation.
gaming,, japan, technology adoption, japanese students, digital games, second language learning
Primary Language | English |
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Subjects | Educational Psychology |
Journal Section | Research Articles |
Authors | |
Publication Date | July 1, 2023 |
Published in Issue | Year 2023, Volume 5, Issue 2 |
Bibtex | @short report { tuara1131583, journal = {The Universal Academic Research Journal}, issn = {2717-9133}, address = {Toros Mah. Üniversite Cad. No:10 Posta Kodu:42310 Ereğli/ KONYA}, publisher = {Necmettin Erbakan University}, year = {2023}, volume = {5}, number = {2}, pages = {99 - 104}, doi = {10.55236/tuara.1131583}, title = {Adoption Of Gaming As An Alternative Educational Tool Among Japanese Youth.}, key = {cite}, author = {Moreno Del Castillo, Armando} } |
APA | Moreno Del Castillo, A. (2023). Adoption Of Gaming As An Alternative Educational Tool Among Japanese Youth. . The Universal Academic Research Journal , 5 (2) , 99-104 . DOI: 10.55236/tuara.1131583 |
MLA | Moreno Del Castillo, A. "Adoption Of Gaming As An Alternative Educational Tool Among Japanese Youth." . The Universal Academic Research Journal 5 (2023 ): 99-104 <https://dergipark.org.tr/en/pub/tuara/issue/72272/1131583> |
Chicago | Moreno Del Castillo, A. "Adoption Of Gaming As An Alternative Educational Tool Among Japanese Youth.". The Universal Academic Research Journal 5 (2023 ): 99-104 |
RIS | TY - JOUR T1 - Adoption Of Gaming As An Alternative Educational Tool Among Japanese Youth. AU - ArmandoMoreno Del Castillo Y1 - 2023 PY - 2023 N1 - doi: 10.55236/tuara.1131583 DO - 10.55236/tuara.1131583 T2 - The Universal Academic Research Journal JF - Journal JO - JOR SP - 99 EP - 104 VL - 5 IS - 2 SN - 2717-9133- M3 - doi: 10.55236/tuara.1131583 UR - https://doi.org/10.55236/tuara.1131583 Y2 - 2022 ER - |
EndNote | %0 The Universal Academic Research Journal Adoption Of Gaming As An Alternative Educational Tool Among Japanese Youth. %A Armando Moreno Del Castillo %T Adoption Of Gaming As An Alternative Educational Tool Among Japanese Youth. %D 2023 %J The Universal Academic Research Journal %P 2717-9133- %V 5 %N 2 %R doi: 10.55236/tuara.1131583 %U 10.55236/tuara.1131583 |
ISNAD | Moreno Del Castillo, Armando . "Adoption Of Gaming As An Alternative Educational Tool Among Japanese Youth.". The Universal Academic Research Journal 5 / 2 (July 2023): 99-104 . https://doi.org/10.55236/tuara.1131583 |
AMA | Moreno Del Castillo A. Adoption Of Gaming As An Alternative Educational Tool Among Japanese Youth.. The Universal Academic Research Journal. 2023; 5(2): 99-104. |
Vancouver | Moreno Del Castillo A. Adoption Of Gaming As An Alternative Educational Tool Among Japanese Youth.. The Universal Academic Research Journal. 2023; 5(2): 99-104. |
IEEE | A. Moreno Del Castillo , "Adoption Of Gaming As An Alternative Educational Tool Among Japanese Youth.", The Universal Academic Research Journal, vol. 5, no. 2, pp. 99-104, Jul. 2023, doi:10.55236/tuara.1131583 |