Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 0 |
| Since 2017 (last 10 years) | 2 |
| Since 2007 (last 20 years) | 2 |
Descriptor
| Behavior Patterns | 2 |
| Computer Games | 2 |
| Correlation | 2 |
| Foreign Countries | 2 |
| Academic Achievement | 1 |
| Banking | 1 |
| Case Studies | 1 |
| Design | 1 |
| Educational Environment | 1 |
| Elementary School Students | 1 |
| English (Second Language) | 1 |
| More ▼ | |
Publication Type
| Dissertations/Theses -… | 1 |
| Journal Articles | 1 |
| Reports - Research | 1 |
Education Level
| Early Childhood Education | 1 |
| Elementary Education | 1 |
| Grade 3 | 1 |
| Primary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Rahi, Samar; Abd. Ghani, Mazuri – International Journal of Information and Learning Technology, 2019
Purpose: Understanding the main determinants of internet banking is important for banks and users. Although several prior research projects have focused on the factors that impact on adoption of technology, there is a limited empirical work which simultaneously captures technology-specific factors (PE, EE, WD, GAM) and customer-specific factors…
Descriptors: Banking, Internet, Computer Games, Behavior Patterns
Stanley-Yolgecen, Athena Joyce – ProQuest LLC, 2018
The purpose of this case study is to explore effects of digital gamification on engagement and achievement in a third-grade social studies course for students of multiple nationalities and with varied native languages attending the English language international branch of a private, affluent school in eastern China. The case study is framed by…
Descriptors: Case Studies, Computer Games, Grade 3, Elementary School Students

Peer reviewed
Direct link
