Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 2 |
Descriptor
College Students | 2 |
Foreign Countries | 2 |
Time on Task | 2 |
Animation | 1 |
Cognitive Processes | 1 |
Computer Oriented Programs | 1 |
Computer Simulation | 1 |
Design | 1 |
Difficulty Level | 1 |
Educational Games | 1 |
Efficiency | 1 |
More ▼ |
Source
E-Learning and Digital Media | 2 |
Author
Brugman, Britta C. | 1 |
Burgers, Christian | 1 |
Eden, Allison | 1 |
Konijn, Elly A. | 1 |
Lucas, Terry | 1 |
Welbers, Kasper | 1 |
de Vaate, Anna Bij | 1 |
Publication Type
Journal Articles | 2 |
Reports - Research | 2 |
Tests/Questionnaires | 1 |
Education Level
Higher Education | 2 |
Postsecondary Education | 2 |
Audience
Location
Malaysia | 1 |
Netherlands | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Welbers, Kasper; Konijn, Elly A.; Burgers, Christian; de Vaate, Anna Bij; Eden, Allison; Brugman, Britta C. – E-Learning and Digital Media, 2019
In this paper, we reflect on the implementation of a gamified application for helping students learn important facts about their study program. We focus on two design features, of which different configurations were tested in a field experiment among Dutch university students (N = 101). The first feature is feedback, which is expected to increase…
Descriptors: Foreign Countries, College Students, Educational Games, Computer Oriented Programs
Lucas, Terry – E-Learning and Digital Media, 2019
Animation can be used for various purposes such as for procedural and motor skill learning (i.e., dance, sports, and motor rehabilitation). In the context of visual design, this study explores the possible influence of realism (levels of visual detail) in animation at the cognitive stage of motor skill acquisition. Students (N = 64) with low-prior…
Descriptors: Realism, Psychomotor Skills, Difficulty Level, Animation