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Hsiu-Ling Chen; Abebayehu Yohannes; Ning-Li Hung – British Journal of Educational Technology, 2025
The escape room game is an example of digital game-based learning that has become a popular learning tool in recent years. However, not enough is known about enthusiasm for and promising reports of the use of escape rooms in education. The purpose of this study was to investigate the effects of escape room game-based civics education on eighth…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Video Games
Aydogdu, Fatih – British Journal of Educational Technology, 2022
This study was conducted to test the effect of the augmented reality-based program on the motivation, attention and conceptual skills of preschool children. The research was conducted according to the pretest-posttest control group quasi-experimental design: 13 participants (6 girls, 7 boys) in the experimental group and 13 (5 girls, 8 boys) in…
Descriptors: Computer Simulation, Educational Technology, Preschool Children, Student Motivation
Hwang, Gwo-Jen; Chien, Shu-Yun; Li, Wen-Shiang – British Journal of Educational Technology, 2021
Digital game-based learning (DGBL) is a frequently adopted mode for facilitating teaching and learning, where learners are immersed in game contexts to engage in gameplay and to construct meaningful knowledge. However, without guidance, students might have difficulties organizing what they have experienced in gaming contexts. Thus, in this…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Video Games
Alioon, Yasaman; Delialioglu, Ömer – British Journal of Educational Technology, 2019
Authentic collaborative m-learning activities were designed, developed and implemented for a computer networking course. The effect of the activities on student engagement and motivation were analyzed using a mixed method research design. Moreover, the effect of the iterative design of the content and instructional process of authentic m-learning…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
Crompton, Helen; Gregory, Kristen; Burke, Diane – British Journal of Educational Technology, 2018
This qualitative study explored the affordances provided by the integration of the NAO humanoid robot in three preschool classrooms. Using the Head Start Early Learning Outcomes Framework as a lens, the researchers qualitatively analyzed data from focus groups, observations, field notes and student artifacts, using grounded coding to uncover…
Descriptors: Robotics, Teaching Methods, Preschool Education, Interaction
Hanghøj, Thorkild; Lieberoth, Andreas; Misfeldt, Morten – British Journal of Educational Technology, 2018
Can the challenges encountered in cooperative video games encourage classroom inclusion? And can this experience be translated into curriculum engagement? This study describes a 3 week intervention with game-based learning activities in eight lower secondary classrooms (n = 190). The intervention combined the use of the co-op action role-playing…
Descriptors: Cooperative Learning, Secondary School Students, Role Playing, Educational Games
Hwang, Gwo-Jen; Sung, Han-Yu; Hung, Chun-Ming; Yang, Li-Hsueh; Huang, Iwen – British Journal of Educational Technology, 2013
Educational computer games have been recognized as being a promising approach for motivating students to learn. Nevertheless, previous studies have shown that without proper learning strategies or supportive models, the learning achievement of students might not be as good as expected. In this study, a knowledge engineering approach is proposed…
Descriptors: Computer Games, Educational Games, Elementary School Science, Science Instruction
Goh, Tiong-Thye; Seet, Boon-Chong; Chen, Nian-Shing – British Journal of Educational Technology, 2012
This paper presents the outcome of an experimental design to investigate the impact of persuasive short messaging service (SMS) on students' self-regulated learning strategies while attending an introductory information systems course over a 12-week trimester. The participants were undergraduate students enrolled in INFO 101 at a tertiary…
Descriptors: Control Groups, Undergraduate Students, Intervention, Learning Strategies
Liu, Chen-Chung; Hong, Yi-Ching – British Journal of Educational Technology, 2007
Although computers and network technology have been widely utilised to assist students learn, few technical supports have been developed to help hearing-impaired students learn in Taiwan. A significant challenge for teachers is to provide after-class learning care and assistance to hearing-impaired students that sustain their motivation to…
Descriptors: Teaching Methods, Foreign Countries, Student Motivation, Educational Technology