Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 6 |
Descriptor
Asynchronous Communication | 6 |
Computer Games | 6 |
Educational Games | 6 |
Foreign Countries | 4 |
Educational Technology | 3 |
Electronic Learning | 3 |
Questionnaires | 3 |
Synchronous Communication | 3 |
Teaching Methods | 3 |
Action Research | 2 |
College Students | 2 |
More ▼ |
Source
Association for Educational… | 1 |
Communications in Information… | 1 |
Electronic Journal of… | 1 |
IEEE Transactions on Education | 1 |
Technology, Pedagogy and… | 1 |
Turkish Online Journal of… | 1 |
Author
Chan, Kevin | 1 |
Gullu, Abdulkadir | 1 |
Guven-Yalcin, Gamze | 1 |
Hsia, Yen-Teh | 1 |
Jong, Bin-Shyan | 1 |
Karaaslan, Hatice | 1 |
Kilic, Nurseven | 1 |
King, Vivian | 1 |
Lai, Chien-Hung | 1 |
Lin, Tsong-Wuu | 1 |
Lu, Cheng-Yu | 1 |
More ▼ |
Publication Type
Journal Articles | 5 |
Reports - Research | 4 |
Collected Works - Proceedings | 1 |
Reports - Evaluative | 1 |
Education Level
Higher Education | 6 |
Postsecondary Education | 5 |
Early Childhood Education | 1 |
Elementary Education | 1 |
Elementary Secondary Education | 1 |
Kindergarten | 1 |
Primary Education | 1 |
Secondary Education | 1 |
Two Year Colleges | 1 |
Audience
Location
Taiwan | 2 |
California | 1 |
China | 1 |
Hong Kong | 1 |
Jamaica | 1 |
Thailand | 1 |
Turkey | 1 |
United States | 1 |
Laws, Policies, & Programs
Assessments and Surveys
Motivated Strategies for… | 1 |
What Works Clearinghouse Rating
Stacy Brinkman; Samantha Hilton – Communications in Information Literacy, 2024
The "Framework for Information Literacy for Higher Education" posits that the practice of asking questions in order to deepen inquiry and understanding is a key element of information literacy. While the "Research as Inquiry" frame is teachable in library instruction, it can be difficult to scale. Popular instructional design…
Descriptors: Information Literacy, Standards, Higher Education, Inquiry
Wan, Kelvin; King, Vivian; Chan, Kevin – Electronic Journal of e-Learning, 2021
Game-Based Learning (GBL) has been recognized as an essential tool for motivating students to engage in active and constructive learning. While there is a link between GBL and learning outcomes, current research evidence tends to undermine the interrelationships of concepts and oversimplify flow experience in the context of GBL. This study adopted…
Descriptors: Metacognition, Game Based Learning, Student Motivation, Correlation
Karaaslan, Hatice; Kilic, Nurseven; Guven-Yalcin, Gamze; Gullu, Abdulkadir – Turkish Online Journal of Distance Education, 2018
Many learners are now quite digitally skilled. However, this does not entail that they know how to learn through digital technologies. Therefore, establishing an interactive virtual learning platform that connects everyone together in a classroom environment and helping learners become familiar with such media might serve a set of purposes in any…
Descriptors: Synchronous Communication, Asynchronous Communication, Vocabulary Development, Educational Games
deNoyelles, Aimee; Raider-Roth, Miriam – Technology, Pedagogy and Education, 2016
This article details the results of an action research study which investigated how teachers used online learning community spaces to develop and support their teaching and learning of the Jewish Court of All Time (JCAT), a web-mediated, character-playing, simulation game that engages participants with social, historical and cultural curricula.…
Descriptors: Faculty Development, Computer Simulation, Educational Games, Computer Games
Jong, Bin-Shyan; Lai, Chien-Hung; Hsia, Yen-Teh; Lin, Tsong-Wuu; Lu, Cheng-Yu – IEEE Transactions on Education, 2013
Many researchers have studied the use of game-based learning. Game-based learning takes many forms, including virtual reality, role playing, and performing tasks. For students to learn specific course content, it is important that the selected game be suited to the course. Thus far, no studies have investigated the use of game-based cooperative…
Descriptors: Cooperative Learning, Learning Motivation, Computer Games, Educational Technology
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2013
For the thirty-sixth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Anaheim, California. The Proceedings of AECT's Convention are published in two…
Descriptors: Educational Technology, Discussion Groups, Content Analysis, Games