Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 1 |
| Since 2017 (last 10 years) | 1 |
| Since 2007 (last 20 years) | 2 |
Descriptor
| Educational Games | 2 |
| Educational Technology | 2 |
| Learning Motivation | 2 |
| Masters Programs | 2 |
| Student Attitudes | 2 |
| Academic Achievement | 1 |
| College Students | 1 |
| Feedback (Response) | 1 |
| Game Based Learning | 1 |
| Gamification | 1 |
| Graduate Students | 1 |
| More ▼ | |
Author
| Elisa Santana-Monagas | 1 |
| Gareau, Stephen | 1 |
| Guo, Ruth | 1 |
| José Alexis Alonso-Sánchez | 1 |
| Juan L. Núñez Alonso | 1 |
Publication Type
| Journal Articles | 2 |
| Reports - Research | 2 |
Education Level
| Higher Education | 2 |
| Postsecondary Education | 2 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
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
Gareau, Stephen; Guo, Ruth – International Journal for the Scholarship of Teaching and Learning, 2009
This study examined the role of games in graduate-level instructional technology courses, where the curriculum includes complex abstract theory and hands-on, practical skills. A qualitative approach was used in the study, relying on classroom observations of student behavior (recorded by digital photographs), informal student verbal comments,…
Descriptors: Educational Games, Graduate Students, Educational Technology, Qualitative Research

Peer reviewed
Direct link
