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Turan, Zeynep; Kucuk, Sevda; Karabey, Sinem Cilligol – Participatory Educational Research, 2022
This study aimed to investigate the pre-service teachers' behavioural intentions about using gamification tools and the critical factors affecting their usage. The data were collected from 313 pre-service teachers from two large-scale universities in Turkey through a questionnaire with seven constructs: perceived ease of use, usefulness,…
Descriptors: Preservice Teachers, Intention, Educational Games, Student Attitudes
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Xie, Jingwen; Wang, Minhong; Hooshyar, Danial – Knowledge Management & E-Learning, 2021
Digital game-based learning has received increased attention in education. As the key stakeholders in education, students, parents, and teachers may have different perceptions and attitudes towards game-based learning, which have a great impact on its adoption and dissemination. However, there is a lack of research examining how the perceptions of…
Descriptors: Student Attitudes, Parent Attitudes, Teacher Attitudes, Secondary School Teachers
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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
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Gholizadeh, Mehran; Taghiyareh, Fattaneh; Alvandkoohi, Saeed – International Journal of Game-Based Learning, 2018
The pivotal role of identifying types of players is inevitable in the game contexts, and educational games are not an exception. This article aims to present a model of player-game interaction in the mobile game-based learning setting regarding the behavioral propensity. This model comprises five different features inherited from the player…
Descriptors: Educational Games, Computer Games, Telecommunications, Handheld Devices
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Alontaga, Jasper Vincent Q. – Education Sciences, 2018
Access to computer technology is essential in developing 21st century skills. One venue that serves to bridge the gap in terms of access is internet shops (also known cybercafés or internet cafés). As such, it is important to examine the type of activities internet shop users engage in and how they develop and relate to their e-learning readiness.…
Descriptors: Internet, Electronic Learning, Learning Readiness, Access to Computers
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Linantud, John; Kaftan, Joanna – Journal of Political Science Education, 2019
This article uses a multimethod research design to compare Statecraft to non-Statecraft assignments and courses along three dimensions: student engagement, political attitudes, and academic honesty. The results indicate that Statecraft increased student engagement and academic honesty. In terms of political attitudes, students generally remained…
Descriptors: Political Science, Teaching Methods, Comparative Analysis, International Relations
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Theodoropoulos, Anastasios; Antoniou, Angeliki; Lepouras, George – ACM Transactions on Computing Education, 2017
Is there any relationship between students' cognitive style and the ability to learn programming through serious games? The aim of this work is to assess the learning effectiveness and motivational appeal of digital games for learning basic programming concepts, involving secondary education students. For this purpose, the Code.org®'s activity…
Descriptors: Foreign Countries, Cognitive Style, Computer Science Education, Programming
Kahyaoglu, Mustafa; Elcicek, Mithat – Online Submission, 2016
The aim of this study is to reveal the relationship between the secondary school students' attitudes towards the educational computer games, and their reflective thinking skills. As the model of the research, it's utilized from the correlational research model. The target population of the study consists of secondary school students that receive…
Descriptors: Correlation, Secondary School Students, Student Attitudes, Educational Technology
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Okanlawon, A. E.; Fakokunde, J. B.; Yusuf, F. A.; Abanikannda, M. O.; Oyelade, A. A. – International Journal of Education and Development using Information and Communication Technology, 2017
The popularity of games and their availability through both ICT and non ICT tools require the investigation of students' attitude towards the use in instructional delivery. The study therefore examined students' attitudes towards instructional games on peace education. A total of 360 students randomly selected from the six states forming the…
Descriptors: Educational Games, Peace, Teaching Methods, Student Attitudes
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Wendel, Viktor; Krepp, Stefan; Gutjahr, Michael Oliver; Göbel, Stefan; Steinmetz, Ralf – International Journal of Game-Based Learning, 2015
In collaborative learning scenarios, the role of the instructor is vital. This aspect directly carries over to the concept of collaborative multiplayer Serious Games, where a group of players is learning together using a Serious Game. In this paper, the authors propose a novel approach for integration and support of instructors in collaborative…
Descriptors: Computer Games, Cooperative Learning, Questionnaires, Teacher Role
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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
Nikolayev, Mariya – ProQuest LLC, 2015
This single-subject research study examined functional relation between digital games enriched with voice-overs and theory of mind (ToM) when game play was either followed or not followed by a discussion focused on the game's content. The study employed multiple baseline design across participants to evaluate the effects of games with mental state…
Descriptors: Preschool Children, Theory of Mind, Thinking Skills, Skill Development
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Cakir, Murat Perit; Cakir, Nur; Ayaz, Hasan; Lee, Frank J. – AERA Online Paper Repository, 2016
In this study we examined the effectiveness of a mobile game called MathDash for improving computational fluency as compared to a conventional drill and practice approach with computerized multiple-choice test items. An optical brain imaging method called functional near-infrared spectroscopy (fNIR) was utilized to assess changes in neural…
Descriptors: Computer Games, Multiple Choice Tests, Mathematics Tests, Brain Hemisphere Functions
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Wilson, Scott Neal; Engler, Caroline E.; Black, Jessica E.; Yager-Elorriaga, Derik K.; Thompson, William Michael; McConnell, Andrae; Cecena, Javier Elizondo; Ralston, Ryan; Terry, Robert A. – International Journal of Game-Based Learning, 2017
In the 21st century, students have access to a plethora of information. As such, the skills required to access and effectively sort through this information (information literacy skills) become ever more important for success in both academic and non-academic settings. This study sought to assess the efficacy of two educational games designed to…
Descriptors: Educational Games, Computer Games, Information Literacy, Randomized Controlled Trials
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Woo, Jeng-Chung – Educational Technology & Society, 2014
Traditional multimedia learning is primarily based on the cognitive load concept of information processing theory. Recent digital game-based learning (DGBL) studies have focused on exploring content support for learning motivation and related game characteristics. Motivation, volition, and performance (MVP) theory indicates that cognitive load and…
Descriptors: Computer Games, Educational Games, Student Motivation, Cognitive Processes
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