Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 0 |
| Since 2017 (last 10 years) | 0 |
| Since 2007 (last 20 years) | 1 |
Descriptor
| Ability | 1 |
| Case Studies | 1 |
| Computer Games | 1 |
| Content Analysis | 1 |
| Educational Games | 1 |
| Educational Technology | 1 |
| Electronic Learning | 1 |
| Energy Conservation | 1 |
| Foreign Countries | 1 |
| Gender Differences | 1 |
| Grade 6 | 1 |
| More ▼ | |
Source
| Educational Technology &… | 1 |
Publication Type
| Journal Articles | 1 |
| Reports - Research | 1 |
Education Level
| Elementary Education | 1 |
| Elementary Secondary Education | 1 |
| Grade 6 | 1 |
Audience
Location
| Taiwan | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Tsai, Fu-Hsing; Yu, Kuang-Chao; Hsiao, Hsien-Sheng – Educational Technology & Society, 2012
This study developed an educational online game, Super Delivery, targeting knowledge about saving electricity, and conducted case studies of eight sixth-grade students using this game to explore the factors influencing the effectiveness of students' knowledge acquisition in digital game-based learning (DGBL). This study followed Miles and…
Descriptors: Foreign Countries, Educational Games, Computer Games, Outcomes of Education

Peer reviewed
Direct link
