Publication Date
In 2025 | 1 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 6 |
Since 2006 (last 20 years) | 8 |
Descriptor
Learner Engagement | 8 |
Psychological Patterns | 8 |
Video Games | 8 |
Attention | 3 |
Computer Games | 3 |
Foreign Countries | 3 |
Brain | 2 |
Children | 2 |
Cognitive Processes | 2 |
Computer Simulation | 2 |
Difficulty Level | 2 |
More ▼ |
Source
Journal of Educational… | 2 |
Education and Information… | 1 |
Educational Media… | 1 |
Interactive Learning… | 1 |
International Journal on… | 1 |
Journal of Computer Assisted… | 1 |
Online Submission | 1 |
Author
A, Gulinna | 1 |
Ahmad, Faizan | 1 |
Ahmed, Zeeshan | 1 |
Avraamidou, Lucy | 1 |
Feng, Shi | 1 |
Hsing-Ying Tu | 1 |
Hwang, Jisoo | 1 |
Kao, Dominic | 1 |
Kocadere, Selay Arkün | 1 |
Lancia, Gabriella | 1 |
Lee, Youngjin | 1 |
More ▼ |
Publication Type
Journal Articles | 7 |
Reports - Research | 6 |
Collected Works - Proceedings | 1 |
Reports - Evaluative | 1 |
Tests/Questionnaires | 1 |
Education Level
Higher Education | 3 |
Middle Schools | 3 |
Postsecondary Education | 3 |
Elementary Education | 2 |
Grade 6 | 2 |
Intermediate Grades | 2 |
Secondary Education | 2 |
Adult Education | 1 |
Early Childhood Education | 1 |
Grade 9 | 1 |
High Schools | 1 |
More ▼ |
Audience
Location
Albania | 1 |
Brazil | 1 |
Chile | 1 |
Cyprus | 1 |
Czech Republic | 1 |
France | 1 |
Greece | 1 |
Guatemala | 1 |
Italy | 1 |
Oman | 1 |
Portugal | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Motivated Strategies for… | 1 |
Sixteen Personality Factor… | 1 |
Wechsler Intelligence Scale… | 1 |
What Works Clearinghouse Rating
Ahmad, Faizan; Zongwei, Luo; Ahmed, Zeeshan; Muneeb, Sara – Interactive Learning Environments, 2023
An insight regarding few of the experiences during video games playing activity is still fuzzy. This paper presents an extensive empirical study that analyzes the experiences of 100 participants (i.e. 25 children, younger adults, older adults, and elders each) during brain games play. This concludes a number of significant correlations among the…
Descriptors: Children, Young Adults, Older Adults, Experience
Hsing-Ying Tu; Silvia Wen-Yu Lee – Journal of Educational Computing Research, 2025
Learning in a virtual environment has been found to foster students' affective responses, indicating the importance of exploring the factors which affect students' learning when engaged in a virtual game. This study aimed to explore the relationships among students' epistemic curiosity, situational interest, and learning engagement in an…
Descriptors: Personality Traits, Student Interests, Learner Engagement, Computer Simulation
Moreno, Matthew; Schnabel, Rose; Lancia, Gabriella; Woodruff, Earl – Education and Information Technologies, 2020
Literature indicates that both academic tasks (Deater-Deckard et al. 2013; Skinner et al. "Educational and Psychological Measurement," 69(3): 493-525, 2009) and video gaming (Irwin "The Journal of Psychology," 133, 157-164, 1999; Laffan et al. "Computers in Human Behavior," 65, 544-549, 2016; Whitton "Simulation…
Descriptors: Video Games, Emotional Response, Psychophysiology, Psychological Patterns
Özhan, Seyma Çaglar; Kocadere, Selay Arkün – Journal of Educational Computing Research, 2020
This study aimed to examine the factors that explain academic success in a gamified online learning environment considering flow, emotional engagement, and motivation. The gamified online learning environment was used by 40 undergraduate students, and the data gathered from them. A hypothetical path model showing the interaction of variables with…
Descriptors: Undergraduate Students, Educational Games, Video Games, Psychological Patterns
Magana, Alejandra J.; Hwang, Jisoo; Feng, Shi; Rebello, Sanjay; Zu, Tianlong; Kao, Dominic – Journal of Computer Assisted Learning, 2022
Background: Previous work has identified that the benefits of learning with videogames and learning from simulations. However, recent meta-analytic work has also identified that little research directly compares learning with videogames and learning with simulations. Objectives: This study examines two learning technologies and their corresponding…
Descriptors: Computer Simulation, Computer Games, Video Games, Inquiry
College Students' Perceptions of Pleasure in Learning -- Designing Gameful Gamification in Education
A, Gulinna; Lee, Youngjin – International Journal on E-Learning, 2020
Gamification, the use of game design elements in non-gaming context, has been introduced to education as a novel teaching and learning approach to engage learners. Current literature has focused on finding ways to afford the playfulness and gamefulness of gamification. This paper has studied college students' perceptions of pleasure in learning to…
Descriptors: Game Based Learning, Teaching Styles, Instructional Effectiveness, Cooperative Learning
Theodoulou, Photini; Avraamidou, Lucy; Vrasidas, Charalambos – Educational Media International, 2015
Drawing on the theories of symbolic interactionism, social constructivism, and flow, this research examines the integration of the electronic game of the World Food Programme of the UN "Food Force" in a unit on active citizenship and poverty eradication. The research was conducted in two ninth-grade classes of an urban high school in…
Descriptors: Foreign Countries, Computer Games, Affordances, Case Studies
Pracana, Clara, Ed. – Online Submission, 2014
We are delighted to welcome you to the International Psychological Applications Conference and Trends 2014, taking place in Porto, Portugal, from 4 to 6 of April. Psychology, in our time, offers a large range of scientific fields where it can be applied. The goal of understanding individuals and groups (mental functions and behavioral…
Descriptors: Educational Psychology, Foreign Countries, Intervention, Prevention