Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 3 |
Descriptor
Source
IEEE Transactions on Learning… | 3 |
Author
Delgado-Kloos, Carlos | 1 |
Di-Serio, Ángela | 1 |
Ibáñez, Maria-Blanca | 1 |
Laine, Teemu H. | 1 |
Lindberg, Renny | 1 |
Looi, Chee-Kit | 1 |
Seo, Jungryul | 1 |
Sun, Daner | 1 |
Xie, Wenting | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Education Level
Elementary Education | 2 |
Early Childhood Education | 1 |
Grade 3 | 1 |
Higher Education | 1 |
Primary Education | 1 |
Audience
Location
Singapore | 1 |
South Korea | 1 |
Spain (Madrid) | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Lindberg, Renny; Seo, Jungryul; Laine, Teemu H. – IEEE Transactions on Learning Technologies, 2016
Increases in the numbers of obese and overweight children are a major issue in post-industrial societies because obesity can lead to severe health-related problems. In addition, many challenges affect the quantity and quality of physical education (PE) provided by schools. Exergames that combine exercise with gaming have been recognized as a…
Descriptors: Physical Education, Educational Games, Exercise, Telecommunications
Looi, Chee-Kit; Sun, Daner; Xie, Wenting – IEEE Transactions on Learning Technologies, 2015
The research literature reports on designs of ubiquitous and seamless learning environments enabled by the integration of mobile technology into learning. However, the lack of good pedagogical designs that provide for sustainability and the inadequate investigation of learning outcomes remain major gaps in the current studies on mobile learning.…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
Ibáñez, Maria-Blanca; Di-Serio, Ángela; Delgado-Kloos, Carlos – IEEE Transactions on Learning Technologies, 2014
Gamification is the use of game design elements in non-game settings to engage participants and encourage desired behaviors. It has been identified as a promising technique to improve students' engagement which could have a positive impact on learning. This study evaluated the learning effectiveness and engagement appeal of a gamified learning…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Computer Science Education