The impact of in-classroom non-digital game-based learning activities on students transitioning to higher education

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SUMMARY

    The authors explored the power of non-digital game-based learning methods implemented within the classroom setting among first-year higher education students, where gameplay techniques inform the design of classroom learning activities. The study in particular measures the impact of game-based learning activities on student engagement, peer interaction, their academic performance, and their classroom learning experiences, which, according to Tinto`s student integration theory, will potentially contribute to the student`s successful transition to higher education. The aim of the study was to assess the effectiveness of non-digital game-based learning . . .

     

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