Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 4 |
Since 2016 (last 10 years) | 6 |
Since 2006 (last 20 years) | 9 |
Descriptor
Computer Games | 9 |
Introductory Courses | 9 |
Student Attitudes | 9 |
Teaching Methods | 6 |
Undergraduate Students | 6 |
Educational Games | 4 |
Outcomes of Education | 4 |
Programming | 4 |
College Students | 3 |
Comparative Analysis | 3 |
Computer Science Education | 3 |
More ▼ |
Source
Author
Chan, Kevin | 1 |
Chiraz, Anane | 1 |
Cox, Eric | 1 |
Du, Jie | 1 |
Frydenberg, Mark | 1 |
Hew, Khe Foon | 1 |
Huang, Biyun | 1 |
King, Vivian | 1 |
Krom, Cynthia L. | 1 |
Malliarakis, Christos | 1 |
Rada, Roy | 1 |
More ▼ |
Publication Type
Reports - Research | 8 |
Journal Articles | 7 |
Collected Works - Proceedings | 1 |
Speeches/Meeting Papers | 1 |
Education Level
Higher Education | 9 |
Postsecondary Education | 7 |
Elementary Secondary Education | 1 |
Audience
Location
Asia | 1 |
Australia | 1 |
Brazil | 1 |
Connecticut | 1 |
Denmark | 1 |
Egypt | 1 |
Estonia | 1 |
Florida | 1 |
Germany | 1 |
Greece | 1 |
Hawaii | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Motivated Strategies for… | 1 |
What Works Clearinghouse Rating
Chiraz, Anane – International Society for Technology, Education, and Science, 2022
Since the COVID-19 Pandemic and the developing of online teaching, it was important to find some alternative teaching solutions to keep the learners motivated and focused on their learning processes. In this purpose, gamification, mainly "Kahoot," as well as some digital activities were introduced in my French as a foreign language…
Descriptors: Second Language Learning, Second Language Instruction, COVID-19, Pandemics
Wan, Kelvin; King, Vivian; Chan, Kevin – Electronic Journal of e-Learning, 2021
Game-Based Learning (GBL) has been recognized as an essential tool for motivating students to engage in active and constructive learning. While there is a link between GBL and learning outcomes, current research evidence tends to undermine the interrelationships of concepts and oversimplify flow experience in the context of GBL. This study adopted…
Descriptors: Metacognition, Game Based Learning, Student Motivation, Correlation
Du, Jie; Wimmer, Hayden; Rada, Roy – Information Systems Education Journal, 2018
This study investigates the delivery of the "Hour of Code" tutorials to college students. The college students who participated in this study were surveyed about their opinion of the Hour of Code. First, the students' comments were discussed. Next, a content analysis of the offered tutorials highlights their reliance on visual…
Descriptors: College Students, Tutorial Programs, Student Surveys, Computer Games
Cox, Eric – Journal of Political Science Education, 2021
This paper presents results from a comparative analysis of two sections of Introduction to International Politics, one of which used a traditional research paper as a supplemental assignment and one that used the Statecraft online simulation. Both sections were taught during the same semester and used common lecture notes, PowerPoint slides, exam…
Descriptors: Educational Games, Foreign Policy, International Relations, Political Science
Huang, Biyun; Hew, Khe Foon – Educational Technology & Society, 2021
A design-based study was conducted in iterative cycles to test the effectiveness of the updated goal-access-feedback-challenge-collaboration (updated-GAFCC) gamification design model. The test-bed was a 10-week undergraduate introductory information management course. Students from three consecutive school years participated in the study, with the…
Descriptors: Computer Games, Feedback (Response), Comparative Analysis, Undergraduate Students
Xinogalos, Stelios; Satratzemi, Maya; Malliarakis, Christos – Education and Information Technologies, 2017
Teaching and learning programming constitutes a challenge. Although several teaching approaches and programming tools have been proposed, it seems that they have limited impact on classroom practice. This article investigates students' perceptions on five educational programming environments that are widely used and the features that any…
Descriptors: Computer Science Education, Programming, Introductory Courses, Student Attitudes
Frydenberg, Mark – Interactive Technology and Smart Education, 2015
Purpose: This paper aims to argue that the process of making an original game develops digital literacy skills and provides an authentic learning experience as students create, publish and deploy interactive games. Teaching students to create computer games has become common in both K-12 and tertiary education to introducing programming concepts,…
Descriptors: Technological Literacy, Computer Games, Interactive Video, Programming
Krom, Cynthia L. – Journal of Management Education, 2012
This article explores the use of the free Zynga computer game FarmVille, which is played in conjunction with Facebook[R], to facilitate active learning in a managerial accounting course. Results indicate that it invokes an improved understanding of the accounting content, particularly among nonaccounting majors; a high level of student…
Descriptors: Nonmajors, Assignments, Accounting, Active Learning
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers