Publication Date
In 2025 | 1 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 5 |
Descriptor
Source
Digital Education Review | 1 |
Educational Technology | 1 |
International Journal of… | 1 |
International Journal of… | 1 |
Online Submission | 1 |
Studies in Science Education | 1 |
Author
Alkarzae, Nouf | 1 |
Alzaid, Faten | 1 |
Bozkurt, Aras | 1 |
Clark, Douglas B. | 1 |
Durak, Gürhan | 1 |
Koh, Caroline | 1 |
Martinez-Garza, Mario | 1 |
Nelson, Brian C. | 1 |
Noah, David | 1 |
Rahul Mohandas | 1 |
Rieber, Lloyd P. | 1 |
More ▼ |
Publication Type
Information Analyses | 6 |
Journal Articles | 5 |
Reports - Evaluative | 2 |
Reports - Research | 2 |
Reports - Descriptive | 1 |
Education Level
Higher Education | 2 |
Postsecondary Education | 2 |
Elementary Secondary Education | 1 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Rahul Mohandas; Subhashree Mohapatra – Digital Education Review, 2025
Game-based learning (GBL) is an effective learning tool for medical and dental undergraduates in enhancing knowledge and skills as well as gaining student engagement and motivation. Educational games can create a social constructivist learning environment, where learners can construct their knowledge through interactions with their peers and…
Descriptors: Undergraduate Students, Dentistry, Game Based Learning, Student Motivation
Koh, Caroline – International Journal of Disability, Development and Education, 2022
This paper provides a qualitative meta-analysis of the literature on the use of serious games to assist learners with intellectual and developmental disabilities. It aims to identify the research trends and the possible directions for future research. The study begins with a preliminary online search and selection of a sample of articles to…
Descriptors: Educational Games, Students with Disabilities, Intellectual Disability, Learner Engagement
Bozkurt, Aras; Durak, Gürhan – International Journal of Game-Based Learning, 2018
Gamification is an innovative approach that aims to increase users' engagement and motivation and provide sustainable experiences. It has recently become widely known and is an approach that is being used in many fields. This article intends to identify and map trends and patterns in gamification research. For this purpose, this article employs a…
Descriptors: Teaching Methods, Educational Games, Literature Reviews, Educational Research
Alzaid, Faten; Alkarzae, Nouf – Online Submission, 2019
Assessment has a significant influence on the process of teaching and learning. It is essential to close the gap between learners' performance and the target performance. The rapid changing of technology reached the assessment community by developing new and different ways of formative assessments. This paper is written to distinguish between…
Descriptors: Student Evaluation, Evaluation Methods, Computer Assisted Testing, Formative Evaluation
Martinez-Garza, Mario; Clark, Douglas B.; Nelson, Brian C. – Studies in Science Education, 2013
This review synthesises research on digital games and science learning as it supports the goals for science proficiency outlined in the report by the US National Research Council on science education reform. The review is organised in terms of these research-based goals for science proficiency in light of their alignment with current science…
Descriptors: Computer Games, Video Games, Science Education, Science Achievement
Rieber, Lloyd P.; Smith, Lola; Noah, David – Educational Technology, 1998
Discussion of the affective domain, learning, and motivation focuses on serious play as a suitable goal for situations requiring learners, both children and adults, to engage in creative higher-order thinking coupled with intense personal commitment and involvement. Suggests that interactive computer games offer opportunities to support serious…
Descriptors: Adult Learning, Computer Games, Learning Processes, Play