Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 2 |
Descriptor
Behavior Modification | 2 |
College Students | 2 |
Learning Theories | 2 |
Behavior Change | 1 |
Drinking | 1 |
Educational Benefits | 1 |
Educational Games | 1 |
Goodness of Fit | 1 |
Intervention | 1 |
Learner Engagement | 1 |
Learning Motivation | 1 |
More ▼ |
Publication Type
Journal Articles | 2 |
Reports - Research | 2 |
Information Analyses | 1 |
Education Level
Higher Education | 2 |
Audience
Location
Pennsylvania | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Alsawaier, Raed S. – International Journal of Information and Learning Technology, 2018
Purpose: Gamification is the application of game features, mainly video game elements, into non-game context for the purpose of promoting motivation and engagement in learning. The application of gamification in a pedagogical context provides some remedy for many students who find themselves alienated by traditional methods of instruction. The use…
Descriptors: Educational Games, Teaching Methods, Learning Motivation, Learner Engagement
Ramos, Diana; Perkins, Daniel F. – Journal of American College Health, 2006
The authors conducted an investigation of The Pennsylvania State University's Alcohol Intervention Program Level 2 (AIP2) to determine goodness of fit of the program components and its underpinning theories. They determined that the Health Belief Model, Social Norms Theory, Social Learning Theory, and the Transtheoretical Model Stages of Change…
Descriptors: Program Effectiveness, Learning Theories, Intervention, Drinking