The effective components of creativity in digital game-based learning among young children: A case study

Volume: 116, Pages: 105227
Published: Sep 1, 2020
Abstract
null null Recent studies regarding digital game-based learning (DGBL) are increasing, having the potential to enable new forms of learning, however, it remains unclear how DGBL applications can impact young students’ creativity. The main purpose of this study is to investigate whether DGBL application technologies (tablets and smartphones), can improve creativity skills in preschool children (aged 3–6) and “what the main components effective of...
Paper Details
Title
The effective components of creativity in digital game-based learning among young children: A case study
Published Date
Sep 1, 2020
Volume
116
Pages
105227
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