Publication Date
In 2025 | 1 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 4 |
Since 2016 (last 10 years) | 6 |
Since 2006 (last 20 years) | 6 |
Descriptor
Source
Electronic Journal of… | 1 |
Interactive Learning… | 1 |
International Association for… | 1 |
Journal of Information… | 1 |
Online Learning | 1 |
Technology, Knowledge and… | 1 |
Author
Chan, Kevin | 1 |
Chu, Samuel Kai Wah | 1 |
Cuervo-Cely, Karen D. | 1 |
Hung, Cheng-Yu | 1 |
Ifenthaler, Dirk, Ed. | 1 |
Isaías, Pedro, Ed. | 1 |
Kairi Osula | 1 |
Katrin Niglas | 1 |
King, Vivian | 1 |
Liu, Jia-Yin | 1 |
Ng, Davy Tsz Kit | 1 |
More ▼ |
Publication Type
Journal Articles | 5 |
Reports - Research | 5 |
Collected Works - Proceedings | 1 |
Tests/Questionnaires | 1 |
Education Level
Higher Education | 3 |
Postsecondary Education | 3 |
Secondary Education | 3 |
Elementary Education | 2 |
Adult Education | 1 |
Early Childhood Education | 1 |
Grade 1 | 1 |
Grade 7 | 1 |
Grade 8 | 1 |
High Schools | 1 |
Junior High Schools | 1 |
More ▼ |
Audience
Laws, Policies, & Programs
Assessments and Surveys
Motivated Strategies for… | 4 |
Stages of Concern… | 1 |
What Works Clearinghouse Rating
Triinu Jesmin; Kairi Osula; Katrin Niglas; Tobias Ley – Technology, Knowledge and Learning, 2025
Several positive effects of the use of games in classroom teaching have been reported. However, in order to make game-based learning effective, teachers' current practices, their concerns and support mechanisms need to be better understood. This study collected data through an online survey from almost 1300 Estonian teachers about their game use…
Descriptors: Foreign Countries, Classroom Environment, Game Based Learning, Teaching Methods
Cuervo-Cely, Karen D.; Restrepo-Calle, Felipe; Ramírez-Echeverry, Jhon J. – Journal of Information Technology Education: Research, 2022
Aim/Purpose: The purpose of this research is to examine the effect of computer-assisted gamification on the learning motivation of computer programming students. Background: The teaching-learning of computer programming involves challenges that imply using learning environments in which the student is actively involved. Gamification is an…
Descriptors: Game Based Learning, Student Motivation, Computer Science Education, Programming
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
Ng, Davy Tsz Kit; Chu, Samuel Kai Wah – Online Learning, 2021
In Hong Kong, after-school activities have long been used to foster friendships and to allow students to pursue their interests in an informal setting. This case study reports on a three-phase action research process in which information technology teachers delivered after-school activities focused on artificial intelligence during the COVID-19…
Descriptors: Student Motivation, Student Satisfaction, Secondary School Students, Artificial Intelligence
Hung, Cheng-Yu; Sun, Jerry Chih-Yuan; Liu, Jia-Yin – Interactive Learning Environments, 2019
This study aimed to investigate the effect of flipped classrooms integrated with massive open online courses (MOOCs) and game-based learning on the learning motivation and learning outcomes of students from different backgrounds (in terms of gender, grade, self-confidence indicators in mathematics, and roles played in the game-based learning…
Descriptors: Blended Learning, Online Courses, Game Based Learning, Instructional Effectiveness
Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2018
The aim of the 2018 International Association for Development of the Information Society (IADIS) Cognition and Exploratory Learning in the Digital Age (CELDA) conference was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There have been advances in both cognitive…
Descriptors: Learning Processes, Teaching Methods, Educational Technology, Technology Uses in Education