Publication Date
In 2025 | 1 |
Since 2024 | 2 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 7 |
Since 2006 (last 20 years) | 10 |
Descriptor
Comparative Analysis | 11 |
Computer Games | 11 |
Higher Education | 11 |
Teaching Methods | 8 |
Computer Software | 7 |
Foreign Countries | 6 |
Instructional Effectiveness | 6 |
College Students | 5 |
Computer Simulation | 4 |
Educational Games | 4 |
Educational Technology | 4 |
More ▼ |
Source
Author
Publication Type
Reports - Research | 9 |
Journal Articles | 8 |
Information Analyses | 3 |
Collected Works - Proceedings | 2 |
Speeches/Meeting Papers | 1 |
Education Level
Higher Education | 9 |
Postsecondary Education | 9 |
Elementary Secondary Education | 2 |
Two Year Colleges | 1 |
Audience
Location
Australia | 2 |
Brazil | 2 |
Turkey | 2 |
United Kingdom | 2 |
Asia | 1 |
California | 1 |
Cameroon | 1 |
Connecticut | 1 |
Denmark | 1 |
Egypt | 1 |
Estonia | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Fernando Almeida; Zoltan Buzady – Technology, Knowledge and Learning, 2024
This study explores the contribution of serious game teaching technology, such as FLIGBY, to the development of entrepreneurial learning outcomes in the context of an entrepreneurship course in higher education. The sample is composed of 551 students through the construction of a randomized pretest-posttest control group. A quantitative…
Descriptors: Entrepreneurship, Outcomes of Education, Comparative Analysis, Game Based Learning
Beatriz Chaves-Yuste; Cristina de-la-Peña – TESOL Journal, 2025
Technology, constantly present in current society and education, needs to make use of the most effective digital resources to optimize the teaching-learning process. Despite the growing body of literature on the pedagogical effectiveness of digital resources in a second language (L2) context, limited research has been conducted when working with…
Descriptors: English for Special Purposes, Second Language Instruction, Second Language Learning, Tourism
Langenhagen, Julian – International Educational Data Mining Society, 2022
Although badges are among the most-used game elements in gamified education, studies about their optimal features to motivate learning are scarce. How should a badge be designed to represent an incentive for a specific goal like optimal exam preparation? This study examines usage data of a higher education learning app to determine whether the…
Descriptors: Data Analysis, Goal Orientation, Computer Software, Game Based Learning
Designing Effective Pedagogical Approaches with Next-Generation LMS for Students in Higher Education
Laohajaratsang, Thanomporn – THAITESOL Journal, 2018
This research examines a selection of academic articles, existing evidence, and early indications of newly-designed Learning Management System (LMS) tools/functions, and then analyzes and synthesizes the concepts to form a thorough description of the components within the concept of next-generation LMS. The comparison of conventional LMS and…
Descriptors: Management Systems, Artificial Intelligence, Social Media, Computer Mediated Communication
Wills, Sandra; Pegler, Chris – Journal of Interactive Media in Education, 2016
This paper positions discussion of learning designs in the broad context of reuse and repurpose. It proposes that not enough attention has been given to the "purpose" of reuse and the motivation of those who choose to share or use reusable learning resources. There is a need for both a broad and deep understanding of what occurs when…
Descriptors: Instructional Design, Foreign Countries, Longitudinal Studies, Case Studies
Klimova, Blanka; Kacet, Jaroslav – Turkish Online Journal of Educational Technology - TOJET, 2017
Information and communication technologies (ICT) have become an inseparable part of people's lives. For children the use of ICT is as natural as breathing and therefore they find the use of ICT in school education as normal as the use of textbooks. The purpose of this review study is to explore the efficacy of computer games on language learning…
Descriptors: Teaching Methods, Computer Games, Instructional Effectiveness, Vocabulary Development
Takala, Tuukka M.; Malmi, Lauri; Pugliese, Roberto; Takala, Tapio – Informatics in Education, 2016
In this paper we present our experiences of teaching an annually organized virtual reality (VR) capstone course. We review three iterations of the course, during which a total of 45 students completed the course and 16 VR applications were implemented. Our comparative analysis describes the students' evaluation of the course, the applications…
Descriptors: Curriculum, Simulated Environment, Computer Simulation, Educational Technology
Chaves, Rafael Oliveira; von Wangenheim, Christiane Gresse; Furtado, Julio Cezar Costa; Oliveira, Sandro Ronaldo Bezerra; Santos, Alex; Favero, Eloi Luiz – IEEE Transactions on Education, 2015
Software process modeling (SPM) is an important area of software engineering because it provides a basis for managing, automating, and supporting software process improvement (SPI). Teaching SPM is a challenging task, mainly because it lays great emphasis on theory and offers few practical exercises. Furthermore, as yet few teaching approaches…
Descriptors: Computer Software, Computer Science Education, Student Projects, Teaching Methods
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2015
For the thirty-eighth time, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Indianapolis, Indiana. The Proceedings of AECT's Convention are published in two…
Descriptors: Information Technology, Educational Technology, Student Attitudes, Online Courses

Randel, Josephine M.; And Others – Simulation & Gaming, 1992
Reviews empirical research from 1963 to 1991 that compared the instructional effectiveness of games to conventional classroom instruction. It is concluded that subject matter areas where very specific content can be targeted, especially mathematics, are more likely to show beneficial effects for gaming. (41 references) (LRW)
Descriptors: Comparative Analysis, Computer Assisted Instruction, Computer Games, Conventional Instruction
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers