Publication Date
In 2025 | 2 |
Since 2024 | 2 |
Since 2021 (last 5 years) | 4 |
Since 2016 (last 10 years) | 7 |
Since 2006 (last 20 years) | 7 |
Descriptor
Creativity | 7 |
Game Based Learning | 7 |
Undergraduate Students | 7 |
Student Attitudes | 5 |
Cooperative Learning | 3 |
Experiential Learning | 3 |
Feedback (Response) | 3 |
Foreign Countries | 3 |
Problem Solving | 3 |
Teaching Methods | 3 |
Academic Achievement | 2 |
More ▼ |
Source
Design and Technology… | 1 |
Educational Technology &… | 1 |
Excelsior: Leadership in… | 1 |
IAFOR Journal of Education | 1 |
Innovations in Education and… | 1 |
International Educational… | 1 |
Papers on Postsecondary… | 1 |
Author
Alaswad, Zina | 1 |
Behjat, Laleh | 1 |
Delialioglu, Ömer | 1 |
Desmarais, Michel, Ed. | 1 |
Eggermont, Marjan | 1 |
Fan, Yue | 1 |
Gatti, Wilian, Jr. | 1 |
Gina L. Solano | 1 |
Kim, Beaumie | 1 |
Lane, H. Chad | 1 |
Lynch, Collin F., Ed. | 1 |
More ▼ |
Publication Type
Journal Articles | 6 |
Reports - Research | 6 |
Collected Works - Proceedings | 1 |
Speeches/Meeting Papers | 1 |
Education Level
Higher Education | 7 |
Postsecondary Education | 7 |
Elementary Education | 1 |
Grade 8 | 1 |
High Schools | 1 |
Junior High Schools | 1 |
Middle Schools | 1 |
Secondary Education | 1 |
Audience
Location
Brazil | 1 |
China | 1 |
United Kingdom | 1 |
Laws, Policies, & Programs
Assessments and Surveys
NEO Five Factor Inventory | 1 |
Remote Associates Test | 1 |
What Works Clearinghouse Rating
Xiaomei Li; Ruiyi Li – Innovations in Education and Teaching International, 2025
Nowadays, gamification has gained widespread acceptance in education. However, limited studies have focused on whether and how game-based learning impacts university students' creativity. This study aims to explore the relationship between university students' engagement in game-based learning and their creativity. By drawing upon flow theory…
Descriptors: Foreign Countries, Gamification, Game Based Learning, Creativity
Gina L. Solano; Wen Wen – Excelsior: Leadership in Teaching and Learning, 2025
This action research documents how a teacher education program incorporates game-based learning to engage pre-service teachers (PSTs) in developing their instructional creativity. In this project, game-based learning goes beyond playing games; Instead, it allows PSTs to design their own game-a digital escape room created using a website with…
Descriptors: Game Based Learning, Preservice Teacher Education, Preservice Teachers, Web Sites
Fan, Yue; Lane, H. Chad; Delialioglu, Ömer – Educational Technology & Society, 2022
Due in part to its flexibility and open design, the video game Minecraft has emerged as a popular tool for teaching and learning. Inspired by prior research showing the influence of problem-solving mindsets in physical settings, this study is an effort to understand the extent to which an open-ended task influences subsequent problem-solving…
Descriptors: Creativity, Game Based Learning, Video Games, Problem Solving
Marasco, Emily; Gatti, Wilian, Jr.; Kim, Beaumie; Behjat, Laleh; Eggermont, Marjan – Papers on Postsecondary Learning and Teaching, 2017
Engineering products and solutions have revolutionized daily living, resulting in longer and more productive activities. However, the continued development of electronic components will be hindered as their sizes are reaching quantum levels. Creative engineers are needed to find solutions to this problem so that innovation in technology can be…
Descriptors: Game Based Learning, Creativity, Engineering Education, Teaching Methods
Alaswad, Zina – Design and Technology Education, 2019
The purpose of this paper is to understand perceptions of interior design students after using game-based learning (GBL) as an approach to address workload distribution, lack of clear assessment criteria, and deficiencies of the master-apprentice model during the process of solving several small-scale design problems along the course of a…
Descriptors: Game Based Learning, Interior Design, Studio Art, Student Attitudes
Meletiadou, Eleni – IAFOR Journal of Education, 2023
To prepare their students for the increasingly demanding workplace of the 21st century, business schools resort to using experiential learning techniques to make explicit connections between knowledge and experiences students already have, encouraging them to make their own interpretations. In this case study, 50 multilingual students participated…
Descriptors: Multilingualism, English (Second Language), Second Language Learning, Second Language Instruction
Lynch, Collin F., Ed.; Merceron, Agathe, Ed.; Desmarais, Michel, Ed.; Nkambou, Roger, Ed. – International Educational Data Mining Society, 2019
The 12th iteration of the International Conference on Educational Data Mining (EDM 2019) is organized under the auspices of the International Educational Data Mining Society in Montreal, Canada. The theme of this year's conference is EDM in Open-Ended Domains. As EDM has matured it has increasingly been applied to open-ended and ill-defined tasks…
Descriptors: Data Collection, Data Analysis, Information Retrieval, Content Analysis