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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
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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