Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 0 |
Since 2006 (last 20 years) | 2 |
Descriptor
Adult Students | 2 |
Computer Assisted Instruction | 2 |
Computer Games | 2 |
Computer Simulation | 2 |
Cost Effectiveness | 2 |
Costs | 2 |
Educational Games | 2 |
Teaching Methods | 2 |
Adult Learning | 1 |
Case Studies | 1 |
Cognitive Processes | 1 |
More ▼ |
Publication Type
Books | 1 |
Collected Works - General | 1 |
Journal Articles | 1 |
Reports - Descriptive | 1 |
Reports - Evaluative | 1 |
Education Level
Adult Education | 2 |
Elementary Secondary Education | 2 |
Higher Education | 2 |
Postsecondary Education | 2 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Whitton, Nicola – Electronic Journal of e-Learning, 2012
Digital games have the potential to create active and engaging environments for learning, supporting problem-solving, communication and group activities, as well as providing a forum for practice and learning through failure. The use of game techniques such as gradually increasing levels of difficulty and contextual feedback support learning, and…
Descriptors: Educational Games, Adult Students, Teaching Methods, Computer Games
Tobias, Sigmund, Ed.; Fletcher, J. D., Ed. – IAP - Information Age Publishing, Inc., 2011
There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…
Descriptors: Evidence, Constructivism (Learning), Play, Video Games