Publication Date
In 2025 | 1 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 4 |
Descriptor
Source
Association for Educational… | 1 |
International Journal of… | 1 |
International Journal of… | 1 |
Online Learning | 1 |
Author
Bozkurt, Aras | 1 |
Büyük, Köksal | 1 |
Dikmen, Melih | 1 |
Neslihan Erbasi | 1 |
Seepersaud, Deborah, Ed. | 1 |
Senocak, Dilek | 1 |
Simonson, Michael, Ed. | 1 |
Süleyman Alpaslan Sulak | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Collected Works - Proceedings | 1 |
Information Analyses | 1 |
Education Level
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Senocak, Dilek; Büyük, Köksal; Bozkurt, Aras – Online Learning, 2021
Gamification, which is defined as the use of game design elements in non-game contexts, is put forward as a solution to low motivation and is suggested for the creation of a sustainable learning ecology in open and distance learning (ODL). The overall purpose of the present study was to examine the distribution of the Hexad gamification user types…
Descriptors: Game Based Learning, Open Education, Distance Education, Games
Neslihan Erbasi; Süleyman Alpaslan Sulak – International Journal of Modern Education Studies, 2025
The aim of this study is to examine the attitudes of high school students towards mind and intelligence games and how these attitudes differ based on various variables. The study population consists of 800 students studying in different departments at Konya Selçuklu Türk Telekom Vocational and Technical Anatolian High School during the 2023-2024…
Descriptors: High School Students, Student Attitudes, Student Characteristics, Foreign Countries
Dikmen, Melih – International Journal of Curriculum and Instruction, 2021
Gamification helps to make learning fun and motivate students by attracting the attention of students. In the literature, it is seen that the studies conducted to determine the effect of gamification of learning on academic achievement have reached contradictory results. While some studies have found that gamification increases academic…
Descriptors: Foreign Countries, Game Based Learning, Academic Achievement, Educational Games
Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2020
For the forty-third time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented online during the annual AECT Convention. Volume 1 contains 37 papers dealing primarily with research and development topics. Papers dealing with the…
Descriptors: Educational Technology, Technology Uses in Education, Professional Development, Feminism