Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 0 |
| Since 2017 (last 10 years) | 0 |
| Since 2007 (last 20 years) | 3 |
Descriptor
| Computer Games | 3 |
| Computer Simulation | 3 |
| Educational Games | 3 |
| Adult Students | 2 |
| Higher Education | 2 |
| Instructional Design | 2 |
| Teaching Methods | 2 |
| Adolescents | 1 |
| Animation | 1 |
| Art Education | 1 |
| Business Administration… | 1 |
| More ▼ | |
Author
| Whitton, Nicola | 3 |
| Baek, Youngkyun | 1 |
Publication Type
| Journal Articles | 2 |
| Books | 1 |
| Collected Works - General | 1 |
| Reports - Descriptive | 1 |
| Reports - Research | 1 |
Education Level
| Higher Education | 3 |
| Postsecondary Education | 3 |
| Adult Education | 2 |
| Elementary Secondary Education | 2 |
| Elementary Education | 1 |
| Grade 4 | 1 |
| Grade 7 | 1 |
| Middle Schools | 1 |
| Secondary Education | 1 |
Audience
| Teachers | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Whitton, Nicola – International Journal of Game-Based Learning, 2011
It is a common misconception that game-based learning is, by its very nature, engaging for the majority of learners. This is not necessarily the case, particularly for learners in Higher Education who may need to be persuaded of the value of learning games. For some learners, games may simply not be perceived as engaging--either in terms of an…
Descriptors: Educational Games, Learner Engagement, Higher Education, Computer Games
Whitton, Nicola – Electronic Journal of e-Learning, 2012
Digital games have the potential to create active and engaging environments for learning, supporting problem-solving, communication and group activities, as well as providing a forum for practice and learning through failure. The use of game techniques such as gradually increasing levels of difficulty and contextual feedback support learning, and…
Descriptors: Educational Games, Adult Students, Teaching Methods, Computer Games
Baek, Youngkyun; Whitton, Nicola – IGI Global, 2013
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on…
Descriptors: Foreign Countries, Educational Technology, Student Attitudes, Second Language Learning

Peer reviewed
Direct link
