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Bottino, Rosa Maria; delle Ricerche, Consiglio Nazionale; Ott, Michela; Tavella, Mauro – International Journal of Game-Based Learning, 2014
The concept of Serious Gaming refers to the adoption of classical entertainment games for purposes other than entertainment, including learning and instruction. In this paper the authors report on a Serious Gaming field experiment where typical board games (such as battleship, master mind and domino) were employed with the shifted purpose of…
Descriptors: Educational Games, Academic Achievement, Learner Engagement, Learning Motivation
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Salmi, Hannu; Thuneberg, Helena; Vainikainen, Mari-Pauliina – European Journal of Engineering Education, 2016
Outreach activities, like mobile science exhibitions, give opportunities to hands-on experiences in an attractive learning environment. We analysed attitudes, motivation and learning during a science exhibition visit, their relations to gender and future educational plans in Finland, Estonia, Latvia and Belgium (N = 1210 sixth-graders). Pupils'…
Descriptors: Foreign Countries, Work Attitudes, Gender Differences, Outreach Programs
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Arteche, Adriane; Chamorro-Premuzic, Tomas; Ackerman, Phillip; Furnham, Adrian – Educational Psychology, 2009
Students (n = 328) from US and UK universities completed four self-report measures related to intellectual competence: typical intellectual engagement (TIE), openness to experience, self-assessed intelligence (SAI), and learning approaches. Confirmatory data reduction was used to examine the structure of TIE and supported five major factors:…
Descriptors: Intelligence, Learning Motivation, Information Seeking, Teaching Methods