Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 3 |
Descriptor
Source
Education and Information… | 3 |
Author
Akyar, Özgür Yasar | 1 |
Demirhan, Giyasettin | 1 |
Hau, Kit-Tai | 1 |
Kazu, Ibrahim Yasar | 1 |
Kuvvetli, Murat | 1 |
Liu, Hongyun | 1 |
Wang, Dang | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Education Level
Secondary Education | 2 |
Elementary Education | 1 |
Grade 8 | 1 |
Higher Education | 1 |
Junior High Schools | 1 |
Middle Schools | 1 |
Postsecondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Akyar, Özgür Yasar; Demirhan, Giyasettin – Education and Information Technologies, 2022
The purpose of this concurrent mixed-method research is to examine the negotiation styles of candidate sports coaches in higher education by using a game-based assessment tool called ENACT game. The research was carried out with 3rd and 4th-degree university students who study in coaching education programs in Turkey. Students consist of 221 male…
Descriptors: Conflict Resolution, College Students, Game Based Learning, Evaluation Methods
Wang, Dang; Liu, Hongyun; Hau, Kit-Tai – Education and Information Technologies, 2022
Critical thinking is one of the important higher-order skills very much treasured in education, but hard to be measured using paper-pencil tests. In line with recent recommendation to measure high-order thinking skills with interactive tasks (vs. static one set of questions), in this study we developed an interactive and automated game-based…
Descriptors: Game Based Learning, Evaluation Methods, Critical Thinking, Simulation
Kazu, Ibrahim Yasar; Kuvvetli, Murat – Education and Information Technologies, 2023
This research aimed to explore the views of 8th grade students on digital game-based English language learning as a foreign language (EFL). A total of 69 students between the ages of 12 and 14 participated in the study. Students' vocabulary acquisition skills were tested using a web 2.0 application called "Quizziz." The study utilized a…
Descriptors: Instructional Effectiveness, Evaluation Methods, Video Games, Game Based Learning