Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 0 |
| Since 2017 (last 10 years) | 2 |
| Since 2007 (last 20 years) | 3 |
Descriptor
| Computer Games | 3 |
| Educational Games | 3 |
| Statistical Analysis | 3 |
| Comparative Analysis | 2 |
| Computer Uses in Education | 2 |
| Foreign Countries | 2 |
| Video Games | 2 |
| Adolescents | 1 |
| Affective Behavior | 1 |
| Age | 1 |
| Age Differences | 1 |
| More ▼ | |
Source
| IEEE Transactions on Learning… | 3 |
Author
| Fernandez-Manjon, Baltasar | 1 |
| Fernandez-Vara, Clara | 1 |
| Ketamo, Harri | 1 |
| Kiili, Kristian | 1 |
| Manero, Borja | 1 |
| Miliou, Christina | 1 |
| Sourvinou, Athanasia | 1 |
| Terzidou, Theodouli | 1 |
| Torrente, Javier | 1 |
| Tsiatsos, Thrasyvoulos | 1 |
Publication Type
| Journal Articles | 3 |
| Reports - Research | 3 |
Education Level
| Grade 6 | 1 |
| High Schools | 1 |
| Higher Education | 1 |
| Postsecondary Education | 1 |
| Secondary Education | 1 |
Audience
Location
| Finland | 1 |
| Spain (Madrid) | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Terzidou, Theodouli; Tsiatsos, Thrasyvoulos; Miliou, Christina; Sourvinou, Athanasia – IEEE Transactions on Learning Technologies, 2016
This study proposes and applies a novel concept for an AI enhanced serious game collaborative environment as a supplementary learning tool in tertiary education. It is based on previous research that investigated pedagogical agents for a serious game in the OpenSim environment. The proposed AI features to support the serious game are the…
Descriptors: Educational Games, Computer Games, Artificial Intelligence, Student Attitudes
Kiili, Kristian; Ketamo, Harri – IEEE Transactions on Learning Technologies, 2018
Even though digital learning games have become common in education, relatively little is known about the usefulness of game-based assessment. This paper aims to explore if a game-based math test can provide added value to math education with respect to cognitive and affective outcomes. We used in-game measures, embedded in the game called Semideus…
Descriptors: Mathematics Tests, Outcomes of Education, Fractions, Grade 6
Manero, Borja; Torrente, Javier; Fernandez-Vara, Clara; Fernandez-Manjon, Baltasar – IEEE Transactions on Learning Technologies, 2017
This study examines the influence of players' age, gender, and gaming preferences and habits (from now on, "gaming preferences") on the effectiveness of a specific videogame that has been designed to increase the interest towards classical theater among teenagers. Using a validated instrument, participants were divided into four groups…
Descriptors: Computer Uses in Education, Gender Differences, Age Differences, Instructional Effectiveness

Peer reviewed
Direct link
