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) | 4 |
Descriptor
| Computer Games | 4 |
| Graduate Students | 4 |
| Pretests Posttests | 4 |
| Foreign Countries | 3 |
| Statistical Analysis | 3 |
| Computer Simulation | 2 |
| Learner Engagement | 2 |
| Questionnaires | 2 |
| Asians | 1 |
| Attitude Measures | 1 |
| Blended Learning | 1 |
| More ▼ | |
Source
| Australasian Journal of… | 1 |
| British Journal of… | 1 |
| Educational Research | 1 |
| International Association for… | 1 |
Author
| Bisadi, Maryam | 1 |
| Chua, Alton Y. K | 1 |
| Gegenfurtner, Andreas | 1 |
| Hennessy, Jennifer | 1 |
| Hew, Khe Foon | 1 |
| Keong, Lee Chu | 1 |
| Lainema, Timo | 1 |
| Lehtinen, Erno | 1 |
| Lynch, Raymond | 1 |
| Patten, James Vincent | 1 |
| Saarinen, Eeli | 1 |
| More ▼ | |
Publication Type
| Reports - Research | 4 |
| Journal Articles | 3 |
| Speeches/Meeting Papers | 1 |
Education Level
| Higher Education | 3 |
| Postsecondary Education | 3 |
| Elementary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
| Multifactor Leadership… | 1 |
What Works Clearinghouse Rating
Bisadi, Maryam; Chua, Alton Y. K; Keong, Lee Chu – International Association for Development of the Information Society, 2013
Although digital games have been developed for various subject areas, little attention has been focused on using digital games to address international students' adjustment issues. For this reason, this paper endeavors to explore the use of a digital game in facilitating international students acquire adjustment-related information. Specifically,…
Descriptors: Computer Games, Foreign Students, Student Adjustment, Educational Games
Siewiorek, Anna; Gegenfurtner, Andreas; Lainema, Timo; Saarinen, Eeli; Lehtinen, Erno – British Journal of Educational Technology, 2013
The objective of this study is to elucidate new information on the possibility of leadership training through business computer-simulation gaming in a virtual working context. In the study, a business-simulation gaming session was organised for graduate students ("n"?=?26). The participants played the simulation game in virtual teams…
Descriptors: Computer Simulation, Computer Games, Leadership Styles, Graduate Students
Tan, Meng; Hew, Khe Foon – Australasian Journal of Educational Technology, 2016
In this study, we investigated how the use of meaningful gamification affects student learning, engagement, and affective outcomes in a short, 3-day blended learning research methods class using a combination of experimental and qualitative research methods. Twenty-two postgraduates were randomly split into two groups taught by the same…
Descriptors: Blended Learning, Teaching Methods, Experimental Groups, Control Groups
Lynch, Raymond; Patten, James Vincent; Hennessy, Jennifer – Educational Research, 2013
Background: This article considers the impact of differential task difficulty on student engagement and progression within an Irish primary school context. Gaining and maintaining student engagement during learning tasks such as homework is a significant and understandable on-going challenge for teachers. The findings of this study hold the…
Descriptors: Foreign Countries, Difficulty Level, Learner Engagement, Homework

Peer reviewed
Direct link
