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Alsawaier, Raed S. – International Journal of Information and Learning Technology, 2018
Purpose: Gamification is the application of game features, mainly video game elements, into non-game context for the purpose of promoting motivation and engagement in learning. The application of gamification in a pedagogical context provides some remedy for many students who find themselves alienated by traditional methods of instruction. The use…
Descriptors: Educational Games, Teaching Methods, Learning Motivation, Learner Engagement
Coalition for Evidence-Based Policy, 2010
U.S. social programs, set up to address important problems, often fall short by funding specific models/strategies ("interventions") that are not effective. When evaluated in scientifically-rigorous studies, social interventions in K-12 education, job training, crime prevention, and other areas are frequently found ineffective or…
Descriptors: Elementary School Students, Grade 1, Classroom Techniques, Prevention
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Simonson, Michael, Ed.; Crawford, Margaret, Ed. – Association for Educational Communications and Technology, 2006
For the twenty-ninth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the National AECT Convention in Orlando, Florida. The Proceedings of AECT's Convention are published in two…
Descriptors: Research and Development, Professional Associations, Educational Technology, Teacher Educators