Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 4 |
Descriptor
Educational Games | 4 |
Game Based Learning | 4 |
Lecture Method | 4 |
Instructional Effectiveness | 3 |
Foreign Countries | 2 |
Learning Motivation | 2 |
Academic Achievement | 1 |
Adolescents | 1 |
Adults | 1 |
Business Administration… | 1 |
Class Activities | 1 |
More ▼ |
Author
Berbudi, Afiat | 1 |
Dube, Eng. Anna | 1 |
Rohmawaty, Enny | 1 |
Roodt, Sumarie | 1 |
Rostikawati Husen, Ike | 1 |
Ryklief, Yusuf | 1 |
Sailer, Maximilian | 1 |
Sailer, Michael | 1 |
Vicahyani Utami, Novi | 1 |
Publication Type
Journal Articles | 4 |
Reports - Research | 3 |
Reports - Evaluative | 1 |
Education Level
Higher Education | 3 |
Postsecondary Education | 3 |
Audience
Location
Indonesia | 1 |
South Africa | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Rohmawaty, Enny; Rostikawati Husen, Ike; Vicahyani Utami, Novi; Berbudi, Afiat – Cogent Education, 2022
Developing innovation in medical education is a vital part of improving the learning outcomes. One such learning innovation in medical education is to learn using game as a tool. The Husenynov antihypertensive drug game (HAG) was developed as an innovation to assist the learning process for studying pharmacology. The study was conducted to compare…
Descriptors: Medical Students, Medical Education, Educational Games, Game Based Learning
Sailer, Michael; Sailer, Maximilian – British Journal of Educational Technology, 2021
For higher education, the question of how in-class activities can be supported in large lectures is of great relevance. This paper suggests a gamified flipped classroom approach to address this challenge. In an experimental study, N = 205 educational science students performed either gamified in-class activities using a gamified quiz with points…
Descriptors: Higher Education, Game Based Learning, Educational Games, Class Activities
Roodt, Sumarie; Ryklief, Yusuf – International Journal of Game-Based Learning, 2019
Educators have started exploring the potential of digital game-based learning (DGBL) to enhance the learning experience of students. The objective of this experimental research was to explore the potential of DGBL to improve the academic efficiency among vocational education students in South Africa. Students were separated into two groups, an…
Descriptors: Game Based Learning, Vocational Education, Academic Achievement, Foreign Countries
Dube, Eng. Anna – International Journal for Business Education, 2015
Simulation games are recognized as useful and effective learning tools in the business world, as they create conditions within micro-worlds where participants can experience results of different strategies, which they want to undertake. This use of strategies enables game participants to explore multi-party decision rules and analyse factors that…
Descriptors: Game Based Learning, Educational Games, Business Administration Education, Sustainable Development