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
Game Based Learning | 3 |
Physics | 3 |
Academic Achievement | 1 |
Artificial Intelligence | 1 |
Bayesian Statistics | 1 |
Computation | 1 |
Decision Making | 1 |
Educational Games | 1 |
Educational Technology | 1 |
Games | 1 |
Grade 9 | 1 |
More ▼ |
Source
Education and Information… | 3 |
Author
Aydin, Muharrem | 1 |
Balci, Sebiha | 1 |
Baran, Medine | 1 |
Karal, Hasan | 1 |
Morris, Bradley J. | 1 |
Nabiyev, Vasif | 1 |
Secaur, Jonathan M. | 1 |
Yildirim, Zehra | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 2 |
Information Analyses | 1 |
Tests/Questionnaires | 1 |
Education Level
Grade 9 | 1 |
High Schools | 1 |
Higher Education | 1 |
Junior High Schools | 1 |
Middle Schools | 1 |
Postsecondary Education | 1 |
Secondary Education | 1 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Balci, Sebiha; Secaur, Jonathan M.; Morris, Bradley J. – Education and Information Technologies, 2022
Gamification, or the intentional use of gaming elements in non-game contexts, has been touted as a promising tool to improve educational outcomes in online education, yet the evidence regarding why it might work and its effectiveness is inconclusive. One reason is that previous research has often included several gamification tools together,…
Descriptors: Academic Achievement, Program Effectiveness, Student Motivation, Game Based Learning
Aydin, Muharrem; Karal, Hasan; Nabiyev, Vasif – Education and Information Technologies, 2023
This study aims to examine adaptability for educational games in terms of adaptation elements, components used in creating user profiles, and decision algorithms used for adaptation. For this purpose, articles and full-text papers in Web of Science, Google Scholar, and Eric databases between 2000-2021 were searched using the keywords…
Descriptors: Educational Games, Game Based Learning, Programming, Physics
Yildirim, Zehra; Baran, Medine – Education and Information Technologies, 2021
The present study examined the influence of the method of physical activity games and digital games on 9th-grade students' achievements in a physics lesson. In the study, the semi-experimental design was used. The study group was made up of secondary school 9th-grade students from three different groups at a public school. The 1st experimental…
Descriptors: Physical Activities, Games, Video Games, Grade 9