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Rubkwan Thammaboosadee – Designs for Learning, 2025
This paper examines the practical application of "Stardust Odyssey: City's Last Stand," a tabletop game designed to support experiential learning about socio-economic inequality within Thailand's neoliberal education system. Anchored in Process Drama and Design-Based Research (DBR), the study explores how the game operates as an…
Descriptors: Neoliberalism, Educational Games, Foreign Countries, Drama
Elizabeth Louise Jones – ProQuest LLC, 2021
I have always valued reflection highly -- as a means of developing as a writer and as a life practice -- but I have been disappointed by the lack of thought resembling reflection when asking students to write about their writing practices. This dissertation presents the results of a grounded theory study of student reflective assignments through a…
Descriptors: Reflection, Writing Instruction, Game Based Learning, Courses
Goehlert, Timothy T. – ProQuest LLC, 2022
When both students and teachers are disengaged, there is an impact at the class level and on the larger educational community. Thus, examining experiential methods that spark professor interest and passion as well as engage students is beneficial for faculty development, student learning, and institutional improvement. This thematic analysis…
Descriptors: Game Based Learning, College Faculty, Teacher Attitudes, Best Practices
Dania, Aspasia – Curriculum Studies in Health and Physical Education, 2021
At the onset of emergency remote teaching in higher education, as a rapid response to the virus pandemic, I organised an online course that focused on Game Based Approaches. The course was part of the professional development initiatives I have been designing for Physical Education teachers over the past ten years, as a teacher educator working in…
Descriptors: Ethnography, Critical Theory, Physical Education Teachers, Teacher Education
Barr, Matthew – Digital Education and Learning, 2019
This book explores the efficacy of game-based learning to develop university students' skills and competencies. While writing on game-based learning has previously emphasised the use of games developed specifically for educational purposes, this book fills an important gap in the literature by focusing on commercial games such as "World of…
Descriptors: College Students, Game Based Learning, Video Games, Instructional Effectiveness
Sugahara, Satoshi; Lau, David – Journal of Education for Business, 2019
The authors examine the determinants of the effective implementation of game-based learning (GBL) for experiential learning. They focus on the successful GBL initiative called Management Game (MG) and adopt the theory-driven deductive thematic analysis approach of Boyatzis along with the Matsuo model as theoretical rationale. Overall, the findings…
Descriptors: Game Based Learning, Experiential Learning, Accounting, Educational Games
Ranieri, Maria; Raffaghelli, Juliana E.; Bruni, Isabella – Active Learning in Higher Education, 2021
Instructor-student interaction and regular feedback are seen as teaching strategies designed to support effective learning. These days, there is increasing reliance on technology to support this in the classroom; one such technology is a student response system or its more recent development of this, that is, a game-based one. This study…
Descriptors: Audience Response Systems, Game Based Learning, Educational Technology, Formative Evaluation
Ly, Quang C. – Journal of Media Literacy Education, 2021
This study uses the concept of gamification to engage first-year students in the act of summary writing. The researcher argues that writing instructors should consider ways to gamify concepts in their curriculum to bring novelty and active involvement to course materials. The researcher uses Robson et al.'s (2015) mechanics, dynamics, and emotions…
Descriptors: Game Based Learning, Benchmarking, Competence, Personal Autonomy
Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2018
For the forty-first time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Kansas City, Missouri. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains twenty-seven…
Descriptors: Educational Technology, Technology Uses in Education, Migrant Education, Adult Education
Kommers, Piet, Ed.; Issa, Tomayess, Ed.; Isaías, Pedro, Ed.; Hui, Wendy, Ed. – International Association for Development of the Information Society, 2019
These proceedings contain the papers and poster of the 6th International Conference on Educational Technologies 2019 (ICEduTech 2019), which has been organised by the International Association for Development of the Information Society and co-organised by the Lingnan University, in Hong Kong, February 8-10, 2019. ICEduTech is the scientific…
Descriptors: Educational Technology, Elementary School Students, Reflection, Computer Mediated Communication