Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 4 |
Descriptor
Game Based Learning | 4 |
Program Development | 4 |
Teaching Methods | 4 |
College Students | 2 |
Educational Games | 2 |
Educational Technology | 2 |
Foreign Countries | 2 |
Student Motivation | 2 |
Technology Uses in Education | 2 |
Video Games | 2 |
Accident Prevention | 1 |
More ▼ |
Source
Center for Research on… | 1 |
E-Learning and Digital Media | 1 |
European Physical Education… | 1 |
Grantee Submission | 1 |
Author
Ajlen, Ronit | 1 |
Enda Whyte | 1 |
Frank Devereux | 1 |
Loban, Rhett | 1 |
Nathan Gavigan | 1 |
Plummer, Benjamin | 1 |
Siobhan O'Connor | 1 |
Straub, Evan | 1 |
Walkington, Candace | 1 |
Zhu, Erping | 1 |
Publication Type
Journal Articles | 2 |
Reports - Research | 2 |
Opinion Papers | 1 |
Reports - Descriptive | 1 |
Reports - Evaluative | 1 |
Education Level
Higher Education | 2 |
Postsecondary Education | 2 |
Secondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Frank Devereux; Enda Whyte; Nathan Gavigan; Siobhan O'Connor – European Physical Education Review, 2024
Despite calls for injury prevention exercise programmes (IPEPs) to move to school settings for the general adolescent population, current research has had mixed outcomes regarding their efficacy in schools as many of the traditional barriers to IPEP implementation still exist, for example, lack of engagement with the programme. A games-based…
Descriptors: Physical Education, Secondary Education, Injuries, Prevention
Modding Europa Universalis IV: An Informal Gaming Practice Transposed into a Formal Learning Setting
Loban, Rhett – E-Learning and Digital Media, 2021
This article explores the use of modding as a formal tool for learning history. The article examines data from a formal analysis of Europa Universalis IV (EUIV), a survey of 331 EUIV forum participants and a case study of 18 university participants. Significant quantitative survey data indicated that 45% (149/331) of participants had modified…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, College Students
Ajlen, Ronit; Plummer, Benjamin; Straub, Evan; Zhu, Erping – Center for Research on Learning and Teaching, 2020
Gameful pedagogy is "an approach that takes inspiration from well-designed games to create learning environments that support student motivation" (Holman, 2018, p. 1). According to Self-Determination Theory (Ryan & Deci, 2000), students are intrinsically motivated when their basic psychological needs for autonomy (the need to make…
Descriptors: Teaching Methods, Game Based Learning, Educational Games, Student Motivation
Walkington, Candace – Grantee Submission, 2020
This paper responds to a 2016 systematic literature review of the research on learning games by Ke (2016). The review paper unpacked the idea of intrinsic integration in learning games, analyzing important emergent themes. The key ideas and the value of this review are discussed in the context of the recent shift to virtual instruction. The…
Descriptors: Educational Games, Teaching Methods, Educational Technology, Technology Uses in Education