Low-tech serious games in higher education: bridging the digital divide and enhancing student thinking and performance - Chen, Chong-Wen (Humanities & social sciences communications, 2025)
Keywords: 4014/160; 4014/4003; Computer platforms; Computers; Critical thinking; Design; Digital divide; Educational objectives; Educational technology; Games; Gamification; Higher education; Humanities and Social Sciences; Inequality; Learning activities; Mechanics; multidisciplinary; Personal computers; Science; Science (multidisciplinary); Smartphones; Software; Student behavior; Student participation; Sustainable development; Teachers; Urban schools