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Jones, Matthew; Blanton, Jedediah E.; Williams, Rachel E. – Active Learning in Higher Education, 2023
Self-determination theory (SDT) has empirical support in understanding and enhancing motivation in a variety of contexts, including education settings. Niemac and Ryan have highlighted that using SDT in course design can lead to stronger fulfilment of an internal locus of causality regarding course work. One course design method anchored in SDT is…
Descriptors: Gamification, Student Motivation, Self Determination, Curriculum Development
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Ying-Lien Lin; Wei-Tsong Wang; Chih-Chen Kuo; Pi-Hsin Chen – Education and Information Technologies, 2025
This study explores the factors influencing students' online game-based learning (OGBL) performance. At present, motivating students to engage in learning actively represents a significant challenge faced by teachers and other stakeholders. Additionally, the findings of a variety of OGBL studies have been inconsistent or contradictory,…
Descriptors: Formative Evaluation, Incentives, Game Based Learning, Electronic Learning
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Dever, Daryn A.; Azevedo, Roger; Cloude, Elizabeth B.; Wiedbusch, Megan – International Journal of Artificial Intelligence in Education, 2020
Game-based learning environments (GBLEs) focus on enhancing learning by providing learners with various representations of information (e.g., text, diagrams, etc.) while allowing full autonomy, or control over their actions. Challenges arise as research shows that learners inaccurately use cognitive and metacognitive processes when given full…
Descriptors: Game Based Learning, Personal Autonomy, Undergraduate Students, Eye Movements
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Liu, Yi Chun; Wang, Wei-Tsong; Lee, Tzu-Lien – Journal of Educational Computing Research, 2021
Critical factors that influence the value of digital game-based learning (DGBL) for enhancing learning effectiveness remain debatable. Based on the self-determination theory (SDT), people can be autonomously motivated to adopt DGBL to enhance learning effectiveness if their basic psychological needs are satisfied. Additionally, studies that…
Descriptors: Computer Games, Educational Games, Game Based Learning, Feedback (Response)
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Pham, Linh Le Nhat; Nguyen, Hoang Tan; Le, Van Thi Kieu – Teaching English with Technology, 2021
M-learning is usually thought of as based on videos, digital materials, and high technology. Nonetheless, it is not a complete perspective of this new educational trend. Mobile devices with many functions can be an effective tool to support learning. Furthermore, learners nowadays, who were born in the 4.0 movement, are more familiar with mobile…
Descriptors: Personal Autonomy, Electronic Learning, Handheld Devices, Computer Games