Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 5 |
Descriptor
Educational Games | 7 |
Higher Education | 7 |
Program Implementation | 7 |
Educational Research | 4 |
Data Analysis | 2 |
Educational Benefits | 2 |
Educational Innovation | 2 |
Educational Strategies | 2 |
Educational Technology | 2 |
Electronic Learning | 2 |
Elementary Secondary Education | 2 |
More ▼ |
Source
International Association for… | 1 |
International Education… | 1 |
Journal of Interactive Online… | 1 |
Routledge, Taylor & Francis… | 1 |
TechTrends: Linking Research… | 1 |
Author
Bakia, Marianne | 1 |
Choi, Gi Woong | 1 |
Chowdhury, Faieza | 1 |
Civil, Marta | 1 |
Ely, Donald P. | 1 |
Hung, Aaron Chia Yuan | 1 |
Isaias, Pedro, Ed. | 1 |
Means, Barbara | 1 |
Murphy, Robert | 1 |
Pursel, Barton K. | 1 |
Stubbs, Chris | 1 |
More ▼ |
Publication Type
Journal Articles | 3 |
Reports - Evaluative | 3 |
Reports - Research | 2 |
Speeches/Meeting Papers | 2 |
Books | 1 |
Collected Works - Proceedings | 1 |
Reports - Descriptive | 1 |
Education Level
Higher Education | 4 |
Postsecondary Education | 4 |
Elementary Secondary Education | 2 |
Audience
Practitioners | 2 |
Researchers | 1 |
Teachers | 1 |
Location
Bangladesh | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Choi, Gi Woong; Pursel, Barton K.; Stubbs, Chris – TechTrends: Linking Research and Practice to Improve Learning, 2017
Interest towards implementing educational gaming into courses within higher education continues to increase, but it requires extensive amounts of resources to create individual games for each course. This paper is a description of a university's effort to create a custom educational game engine to streamline the game development process within the…
Descriptors: Educational Games, Higher Education, Case Studies, Program Implementation
Hung, Aaron Chia Yuan – Journal of Interactive Online Learning, 2017
Gamification has received increased attention in education in recent years, and is seen as a way to improve student engagement, motivation, attendance, and academic performance. While empirical studies on gamification in higher education are showing modest gains in some areas, this data can be difficult to interpret because of the many ways that…
Descriptors: Games, Educational Games, Higher Education, Educational Research
Means, Barbara; Bakia, Marianne; Murphy, Robert – Routledge, Taylor & Francis Group, 2014
At a time when more and more of what people learn both in formal courses and in everyday life is mediated by technology, "Learning Online" provides a much-needed guide to different forms and applications of online learning. This book describes how online learning is being used in both K-12 and higher education settings as well as in…
Descriptors: Electronic Learning, Educational Research, Elementary Secondary Education, Higher Education
Sánchez, Inmaculada Arnedillo, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2018
These proceedings contain the papers of the 14th International Conference on Mobile Learning 2018, which was organised by the International Association for Development of the Information Society, in Lisbon, Portugal, April 14-16, 2018. The Mobile Learning 2018 Conference seeks to provide a forum for the presentation and discussion of mobile…
Descriptors: Electronic Learning, Educational Research, Data Collection, Data Analysis
Chowdhury, Faieza – International Education Studies, 2016
In recent years, education quality and quality assessment have received a great deal of attention at Higher Education Institutions (HEIs) in Bangladesh. Most of the HEIs in Bangladesh face severe resource constraints and find it difficult to improve education quality by improving inputs, such as better infrastructure and modernized classroom…
Descriptors: Foreign Countries, Active Learning, Higher Education, Educational Quality
Ely, Donald P. – 1995
This paper examines how, why, and by whom technology is being used in schools. Educational technology is defined as the systematic design and use of hardware and software to achieve specific objectives. Recent studies indicate that the most frequent location of computers in schools is in the administrative office; second is in the library media…
Descriptors: Computer Uses in Education, Educational Games, Educational Research, Educational Technology
Civil, Marta – 1994
This paper describes some aspects of a collaborative project between elementary school teachers and university faculty in anthropology, bilingual education, and mathematics education. The project goal is to develop classroom-teaching experiences that make use of the resources and experiences of students and their families. Most of the students…
Descriptors: Anthropology, Background, Bilingual Education, College Faculty