Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 2 |
Descriptor
Program Effectiveness | 2 |
Visualization | 2 |
Competition | 1 |
Computer Games | 1 |
Computer Simulation | 1 |
Conservation (Environment) | 1 |
Definitions | 1 |
Educational Games | 1 |
Educational Technology | 1 |
Failure | 1 |
Feedback (Response) | 1 |
More ▼ |
Source
Education and Information… | 2 |
Author
Deraman, Aziz | 1 |
Fadzli, Sazrol | 1 |
Halim, Lilia | 1 |
Hamdan, Abdul Razak | 1 |
Luo, Zhanni | 1 |
Rais, Izhar Abadi Ibrahim | 1 |
Yahaya, Jamaiah | 1 |
Yahaya, Noor Zaitun | 1 |
Zahari, Mohamed Shahrir… | 1 |
Publication Type
Journal Articles | 2 |
Information Analyses | 1 |
Reports - Research | 1 |
Education Level
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Luo, Zhanni – Education and Information Technologies, 2022
Gamification refers to the use of game-design elements or mechanisms in non-game contexts to promote the expected behaviours. Though theoretically promising, empirical studies reported mixed results as to the effectiveness of gamification in educational practices. To understand this issue better, this author selected 44 articles on the topic of…
Descriptors: Game Based Learning, Program Effectiveness, Educational Games, Computer Games
Fadzli, Sazrol; Yahaya, Jamaiah; Deraman, Aziz; Hamdan, Abdul Razak; Halim, Lilia; Yahaya, Noor Zaitun; Zahari, Mohamed Shahrir Mohamed; Rais, Izhar Abadi Ibrahim – Education and Information Technologies, 2020
The development of ICT has led to the use of simulation and visualisation (S&V) in various domains as a useful virtual interactive tool. Although there are many discussions and related studies on the relevancy of S&V in current applications, the tools and methods proposed do not sufficiently meet the needs of the different and dynamic…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, STEM Education