Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 7 |
Since 2006 (last 20 years) | 7 |
Descriptor
College Students | 7 |
Competence | 7 |
Game Based Learning | 7 |
Student Motivation | 5 |
Personal Autonomy | 4 |
Teaching Methods | 4 |
Video Games | 4 |
Computer Science Education | 3 |
Educational Games | 3 |
Higher Education | 3 |
Online Courses | 3 |
More ▼ |
Source
Center for Research on… | 1 |
Digital Education Review | 1 |
Digital Education and Learning | 1 |
European Journal of… | 1 |
International Association for… | 1 |
International Educational… | 1 |
Technology, Pedagogy and… | 1 |
Author
Ajlen, Ronit | 1 |
Almeidea, Fernando | 1 |
Barr, Matthew | 1 |
Buzady, Zoltan | 1 |
Cavalli-Sforza, Violetta, Ed. | 1 |
Ding, Lu | 1 |
Gommer, Lisa | 1 |
Hartmann, Andreas | 1 |
Ifenthaler, Dirk, Ed. | 1 |
Isaías, Pedro, Ed. | 1 |
Kim, ChanMin | 1 |
More ▼ |
Publication Type
Journal Articles | 3 |
Collected Works - Proceedings | 2 |
Reports - Descriptive | 2 |
Reports - Research | 2 |
Books | 1 |
Opinion Papers | 1 |
Reports - Evaluative | 1 |
Education Level
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Hartmann, Andreas; Gommer, Lisa – European Journal of Engineering Education, 2021
The popularity of games as educational tools has steadily increased and is mainly explained by the motivational power that is ascribed to games in general. The research investigates the role of different motivational forms in educational gaming and the influence of game and teaching context on the students' motivation to involve in game play.…
Descriptors: Student Motivation, Game Based Learning, Engineering Education, Educational Games
Ding, Lu; Kim, ChanMin; Orey, Michael – Technology, Pedagogy and Education, 2020
This article proposes a gamification approach that aims to motivate students in online discussions. While some efforts have been made in gamification for teaching and learning, insufficient attention has been paid to gamification grounded in "both" theories and evidence from empirical studies. After identifying five motivational needs of…
Descriptors: Asynchronous Communication, Computer Mediated Communication, Online Courses, Student Motivation
Barr, Matthew – Digital Education and Learning, 2019
This book explores the efficacy of game-based learning to develop university students' skills and competencies. While writing on game-based learning has previously emphasised the use of games developed specifically for educational purposes, this book fills an important gap in the literature by focusing on commercial games such as "World of…
Descriptors: College Students, Game Based Learning, Video Games, Instructional Effectiveness
Almeidea, Fernando; Buzady, Zoltan – Digital Education Review, 2019
Serious games are increasingly being used as innovative tool for developing entrepreneurial skills, such as strategic management, leadership, communication, negotiation or decision making. FLIGBY is a serious game that was initially developed with the objective of simulating the business management process and the application of Flow theory in a…
Descriptors: Entrepreneurship, Game Based Learning, Student Evaluation, Video Games
Ajlen, Ronit; Plummer, Benjamin; Straub, Evan; Zhu, Erping – Center for Research on Learning and Teaching, 2020
Gameful pedagogy is "an approach that takes inspiration from well-designed games to create learning environments that support student motivation" (Holman, 2018, p. 1). According to Self-Determination Theory (Ryan & Deci, 2000), students are intrinsically motivated when their basic psychological needs for autonomy (the need to make…
Descriptors: Teaching Methods, Game Based Learning, Educational Games, Student Motivation
Rafferty, Anna N., Ed.; Whitehill, Jacob, Ed.; Romero, Cristobal, Ed.; Cavalli-Sforza, Violetta, Ed. – International Educational Data Mining Society, 2020
The 13th iteration of the International Conference on Educational Data Mining (EDM 2020) was originally arranged to take place in Ifrane, Morocco. Due to the SARS-CoV-2 (coronavirus) epidemic, EDM 2020, as well as most other academic conferences in 2020, had to be changed to a purely online format. To facilitate efficient transmission of…
Descriptors: Educational Improvement, Teaching Methods, Information Retrieval, Data Processing
Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2018
The aim of the 2018 International Association for Development of the Information Society (IADIS) Cognition and Exploratory Learning in the Digital Age (CELDA) conference was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There have been advances in both cognitive…
Descriptors: Learning Processes, Teaching Methods, Educational Technology, Technology Uses in Education