Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 4 |
Descriptor
Game Based Learning | 4 |
Performance | 4 |
Program Effectiveness | 4 |
Accuracy | 2 |
College Students | 2 |
Educational Games | 2 |
Academic Achievement | 1 |
Cognitive Ability | 1 |
Cognitive Processes | 1 |
Computer Games | 1 |
Computer Simulation | 1 |
More ▼ |
Author
Elina Jääskä | 1 |
Eyupoglu, Tayyibe Fulya | 1 |
Jaakko Kujala | 1 |
Kirsi Aaltonen | 1 |
Kofinas, Alexander K. | 1 |
Lin Zhong | 1 |
Trivedi, Smita K. | 1 |
Tsay, Crystal Han-Huei | 1 |
Yang, Yang | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Dissertations/Theses -… | 1 |
Education Level
Higher Education | 3 |
Postsecondary Education | 3 |
Elementary Education | 1 |
Grade 5 | 1 |
Intermediate Grades | 1 |
Middle Schools | 1 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Elina Jääskä; Jaakko Kujala; Kirsi Aaltonen – Cogent Education, 2023
The earned value management (EVM) is a project management method for monitoring and controlling project expenditure and progress. Teaching EVM is challenging as the method may appear theoretical, mathematical, and disconnected from the uncertainty of real-life projects. Educational games have been suggested as one method to influence students'…
Descriptors: Game Based Learning, Program Administration, Program Effectiveness, Educational Games
Lin Zhong – Interactive Learning Environments, 2024
Being efficient learners is important in the modern workforce, but improved performance and cognitive load do not imply that students are efficient learners. This study investigated the effectiveness of a personalized role-playing game in students' learning efficiency (LE) and mental efficiency. Results showed that students in the personalized…
Descriptors: Role Playing, Game Based Learning, Program Effectiveness, Learning Processes
Eyupoglu, Tayyibe Fulya – ProQuest LLC, 2023
The current study aimed to contribute to the literature by implementing an intervention that examines the effects of explicit metacognitive strategy training and prompts embedded within a Game-Based Learning Environment (GBLE), "Missions with Monty," on metacognitive monitoring accuracy, game performance, and science knowledge of…
Descriptors: Game Based Learning, Metacognition, Educational Games, Grade 5
Tsay, Crystal Han-Huei; Kofinas, Alexander K.; Trivedi, Smita K.; Yang, Yang – Journal of Computer Assisted Learning, 2020
Learners in the higher education context who engage with computer-based gamified learning systems often experience the novelty effect: a pattern of high activity during the gamified system's introduction followed by a drop in activity a few weeks later, once its novelty has worn off. We applied a two-tiered motivational, online gamified learning…
Descriptors: Higher Education, College Students, Computer Games, Game Based Learning