Publication Date
In 2025 | 1 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 4 |
Since 2016 (last 10 years) | 5 |
Since 2006 (last 20 years) | 5 |
Descriptor
Source
TechTrends: Linking Research… | 5 |
Author
Bodzin, Alec | 1 |
Duncan, Keri J. | 1 |
Elisa Santana-Monagas | 1 |
Glover, Kevin R. | 1 |
José Alexis Alonso-Sánchez | 1 |
Juan L. Núñez Alonso | 1 |
Moore, Robert L. | 1 |
Powers, F. Eamonn | 1 |
da Silva, Rafael Leonardo | 1 |
Publication Type
Journal Articles | 5 |
Reports - Research | 3 |
Information Analyses | 1 |
Reports - Descriptive | 1 |
Tests/Questionnaires | 1 |
Education Level
Early Childhood Education | 1 |
Elementary Education | 1 |
Grade 12 | 1 |
Grade 3 | 1 |
High Schools | 1 |
Higher Education | 1 |
Postsecondary Education | 1 |
Primary Education | 1 |
Secondary Education | 1 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Powers, F. Eamonn; Moore, Robert L. – TechTrends: Linking Research and Practice to Improve Learning, 2021
As interest in the use of games and gaming elements within learning environments grows, educators and designers may find it easier to account for winning than for losing and failure. This scoping review examines the role of failure and loss within game-based instructional interventions. Because of the varied methods and relatively small number of…
Descriptors: Educational Games, Game Based Learning, Failure, Instructional Design
José Alexis Alonso-Sánchez; Juan L. Núñez Alonso; Elisa Santana-Monagas – TechTrends: Linking Research and Practice to Improve Learning, 2025
Teachers are generally focused on optimizing the teaching-learning process and fostering high levels of student engagement, participation, and motivation. To address this challenge, this work presents a gamification experience implemented to teach content related to family involvement and educational programs in two courses--one at master's degree…
Descriptors: Gamification, Masters Programs, Undergraduate Study, College Students
da Silva, Rafael Leonardo – TechTrends: Linking Research and Practice to Improve Learning, 2021
This article describes the results of a qualitative study that aimed at investigating moral decision-making processes of prospective government workers using a game-based tool. Three participants volunteered to participate in the research process, which included playing a short point-and-click narrative game and a focus group. Data was analyzed…
Descriptors: Decision Making, Empathy, Computer Games, Educational Games
Glover, Kevin R.; Bodzin, Alec – TechTrends: Linking Research and Practice to Improve Learning, 2021
Career and Technical Education (CTE) Emerging Health Professional (EHP) programs are primarily populated by female students in the U.S. The development and testing of innovative educational models such as serious simulation games have been suggested for greater internalization of hand hygiene best practices behaviors for EHP students, but 50% of…
Descriptors: Student Centered Learning, Hygiene, Best Practices, Vocational Education
Duncan, Keri J. – TechTrends: Linking Research and Practice to Improve Learning, 2020
This mixed-methods study examined student engagement and the development of twenty-first-century learning skills of collaboration, communication, creativity and critical thinking for Grade 3 students who used immersive game-based learning activities using Breakout EDU strategies compared to students who used traditional small-group methods. BOEDU…
Descriptors: Educational Technology, Technology Uses in Education, 21st Century Skills, Cooperation