Publication Date
In 2025 | 1 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 12 |
Since 2016 (last 10 years) | 15 |
Since 2006 (last 20 years) | 15 |
Descriptor
Source
Author
Publication Type
Reports - Research | 12 |
Journal Articles | 11 |
Collected Works - Proceedings | 2 |
Dissertations/Theses | 1 |
Speeches/Meeting Papers | 1 |
Tests/Questionnaires | 1 |
Education Level
Audience
Location
Italy | 2 |
Spain | 2 |
Austria | 1 |
Canada | 1 |
China | 1 |
Czech Republic | 1 |
Europe | 1 |
Hong Kong | 1 |
Hungary | 1 |
Indonesia | 1 |
Israel | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Torrance Tests of Creative… | 2 |
Motivated Strategies for… | 1 |
Trends in International… | 1 |
What Works Clearinghouse Rating
Wenyi Lu; Joseph Griffin; Troy D. Sadler; James Laffey; Sean P. Goggins – Journal of Learning Analytics, 2025
Game-based learning (GBL) is increasingly recognized as an effective tool for teaching diverse skills, particularly in science education, due to its interactive, engaging, and motivational qualities, along with timely assessments and intelligent feedback. However, more empirical studies are needed to facilitate its wider application in school…
Descriptors: Game Based Learning, Predictor Variables, Evaluation Methods, Educational Games
Liu, Min; Cai, Ying; Han, Songhee; Shao, Peixia – Journal of Learning Analytics, 2022
Research on learning analytics (LA) has focused mostly at the university level. LA research in the K-12 setting is needed. This study aimed to understand 4,115 middle school students' learning paths based on their behavioural patterns and the relationship with performance levels when they used a digital learning game as their science curriculum.…
Descriptors: Learning Analytics, Navigation, Game Based Learning, Middle School Students
Lu, Wenyi; Griffin, Joe; Sadler, Troy D.; Laffey, James; Goggins, Sean P. – Journal of Learning Analytics, 2023
The construction of prediction models reflecting players' learning performance in serious games currently faces various challenges for learning analytics. In this study, we design, implement, and field test a learning analytics system for a serious game, advancing the field by explicitly showing which in-game features correspond to differences in…
Descriptors: Educational Games, Learning Analytics, Design, Game Based Learning
Kim, Yoon Jeon; Knowles, Mariah A.; Scianna, Jennifer; Lin, Grace; Ruipérez-Valiente, José A. – British Journal of Educational Technology, 2023
Game-based assessment (GBA), a specific application of games for learning, has been recognized as an alternative form of assessment. While there is a substantive body of literature that supports the educational benefits of GBA, limited work investigates the validity and generalizability of such systems. In this paper, we describe applications of…
Descriptors: Learning Analytics, Validity, Generalizability Theory, Game Based Learning
Rosenheck, Louisa; Cheng, Meng-Tzu; Lin, Chen-Yen; Klopfer, Eric – Educational Technology Research and Development, 2021
Games can be rich environments for learning and can elicit evidence of students' conceptual understanding and inquiry processes. Illuminating students' content-specific gameplay decisions, or methods of completing game tasks related to a certain domain, requires a context that is open-ended enough for students to make choices that demonstrate…
Descriptors: Game Based Learning, Decision Making, Learning Analytics, Genetics
Liu, Min; Li, Chenglu; Pan, Zilong; Pan, Xin – Interactive Learning Environments, 2023
More research is needed on how to best use analytics to support educational decisions and design effective learning environments. This study was to explore and mine the data captured by a digital educational game designed for middle school science to understand learners' behavioral patterns in using the game, and to use evidence-based findings to…
Descriptors: Computer Games, Educational Games, Instructional Design, Instructional Effectiveness
The Associations between Computational Thinking and Creativity: The Role of Personal Characteristics
Israel-Fishelson, Rotem; Hershkovitz, Arnon; Eguíluz, Andoni; Garaizar, Pablo; Guenaga, Mariluz – Journal of Educational Computing Research, 2021
Computational Thinking (CT) and creativity are considered two vital skills for the 21st century that should be incorporated into future curricula around the world. We studied the relationship between these two constructs while focusing on learners' personal characteristics. Two types of creativity were examined: creative thinking and computational…
Descriptors: Correlation, Thinking Skills, Creative Thinking, Problem Solving
Cloude, Elizabeth B.; Carpenter, Dan; Dever, Daryn A.; Azevedo, Roger; Lester, James – Journal of Learning Analytics, 2021
Reflection is critical for adolescents' problem solving and learning in game-based learning environments (GBLEs). Yet challenges exist in the literature because most studies lack a theoretical perspective and clear operational definition to inform how and when reflection should be scaffolded during game-based learning. In this paper, we address…
Descriptors: Game Based Learning, Video Games, Learning Analytics, Microbiology
Israel-Fishelson, Rotem; Hershkovitz, Arnon; Eguíluz, Andoni; Garaizar, Pablo; Guenaga, Mariluz – Journal of Educational Computing Research, 2021
Creativity and Computational Thinking (CT) have been both extensively researched in recent years. However, the associations between them are still not fully understood despite their recognition as essential competencies for the digital age. This study looks to bridge this gap by examining the association between CT and two types of creativity,…
Descriptors: Learning Analytics, Correlation, Creativity, Creative Thinking
Feng, Xuanqi; Yamada, Masanori – Educational Technology & Society, 2021
It is challenging to utilize learning analytic technologies to examine gameplay log data for game-embedded assessment in the field of game-based learning. Analytical approaches based on a new perspective focusing on complicated contextual data are imperative in the current scenario. A relatively new concept called precision education, which…
Descriptors: Learning Analytics, Behavior Patterns, Informal Education, Game Based Learning
Nguyen, Huy Anh; Hou, Xinying; Stamper, John; McLaren, Bruce M. – International Educational Data Mining Society, 2020
A challenge in digital learning games is assessing students' learning behaviors, which are often intertwined with game behaviors. How do we know whether students have learned enough or needed more practice at the end of their game play? To answer this question, we performed post hoc analyses on a prior study of the game "Decimal Point,"…
Descriptors: Computer Games, Educational Games, Game Based Learning, Instructional Effectiveness
Calvo-Morata, Antonio; Rotaru, Dan Cristian; Alonso-Fernandez, Cristina; Freire-Moran, Manuel; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar – IEEE Transactions on Learning Technologies, 2020
Bullying is a serious social problem at schools, very prevalent independently of culture and country, and particularly acute for teenagers. With the irruption of always-on communications technology, the problem, now termed cyberbullying, is no longer restricted to school premises and hours. There are many different approaches to address…
Descriptors: Educational Games, Bullying, Computer Mediated Communication, Learning Analytics
Saad, Ahmad Fuad – Online Submission, 2021
There are always challenges in teaching K-12 students Science, Technology, Engineering and Mathematics which is called STEM subjects due to the scientific nature of these disciplines that require strong and higher order thinking along with the ability to connect abstract concepts and relate to them. Additionally, there is a decrease in number of…
Descriptors: STEM Education, Elementary Secondary Education, Teaching Methods, Learner Engagement
Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2022
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. The "EdMedia + Innovate Learning" conference took place in New York,…
Descriptors: Educational Technology, Flipped Classroom, Online Courses, Student Projects
Nunes, Miguel Baptista, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2020
These proceedings contain the papers of the 14th International Conference on e-Learning (EL 2020), which was organised by the International Association for Development of the Information Society, July 21-23, 2020. This conference is part of the 14th Multi Conference on Computer Science and Information Systems 2020, July 21-25, which had a total of…
Descriptors: Educational Technology, Electronic Learning, Blended Learning, Open Educational Resources