Publication Date
In 2025 | 0 |
Since 2024 | 2 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 3 |
Descriptor
Cognitive Processes | 3 |
Correlation | 3 |
Comparative Analysis | 2 |
Educational Games | 2 |
Affective Behavior | 1 |
Burnout | 1 |
Cognitive Mapping | 1 |
Computation | 1 |
Computer Games | 1 |
Computer Uses in Education | 1 |
Cooperative Learning | 1 |
More ▼ |
Source
IEEE Transactions on Learning… | 3 |
Author
Bo Jiang | 1 |
Chen Du | 1 |
Juan Xu | 1 |
Jun Shen | 1 |
Ketamo, Harri | 1 |
Kiili, Kristian | 1 |
Susan Zhang | 1 |
Xiangping Cui | 1 |
Yuang Wei | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Education Level
Grade 6 | 1 |
Audience
Location
Finland | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Xiangping Cui; Chen Du; Jun Shen; Susan Zhang; Juan Xu – IEEE Transactions on Learning Technologies, 2024
Research shows that gamified learning experiences can effectively improve the outstanding issues of students in online learning, such as lack of continuous motivation and easy burnout, thereby improving the effectiveness of online learning. However, how to enhance the gamified learning experience in online learning, and what impact there is…
Descriptors: Gamification, Learning Experience, Electronic Learning, Instructional Effectiveness
Yuang Wei; Bo Jiang – IEEE Transactions on Learning Technologies, 2024
Understanding student cognitive states is essential for assessing human learning. The deep neural networks (DNN)-inspired cognitive state prediction method improved prediction performance significantly; however, the lack of explainability with DNNs and the unitary scoring approach fail to reveal the factors influencing human learning. Identifying…
Descriptors: Cognitive Mapping, Models, Prediction, Short Term Memory
Kiili, Kristian; Ketamo, Harri – IEEE Transactions on Learning Technologies, 2018
Even though digital learning games have become common in education, relatively little is known about the usefulness of game-based assessment. This paper aims to explore if a game-based math test can provide added value to math education with respect to cognitive and affective outcomes. We used in-game measures, embedded in the game called Semideus…
Descriptors: Mathematics Tests, Outcomes of Education, Fractions, Grade 6