Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 5 |
Descriptor
Source
| Electronic Journal of… | 5 |
Author
| Ali Soleymani | 1 |
| Carla Sousa | 1 |
| Daniel Jiandong Shen | 1 |
| Filipe Luz | 1 |
| Gary Wai Chung Wong | 1 |
| Havva Yaman | 1 |
| Maarten De Laat | 1 |
| Marcus Specht | 1 |
| Matic, Ljerka Jukic | 1 |
| Palha, Sonia | 1 |
| Paulina Pui Yun Wong | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 5 |
| Reports - Research | 5 |
Education Level
| Higher Education | 3 |
| Postsecondary Education | 3 |
| Secondary Education | 1 |
Audience
Location
| Netherlands | 2 |
| Croatia | 1 |
| Hong Kong | 1 |
| Thailand | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Paulina Pui Yun Wong; Gary Wai Chung Wong; Piyasuda Pangsapa; Daniel Jiandong Shen – Electronic Journal of e-Learning, 2024
The use of the metaverse in education has gained increasing attention as a potential supplement to traditional teaching methods. This study aimed to investigate the impact of experiential learning on students' intent to use metaverse learning platforms and to explore how the metaverse can support these approaches. The study included participants…
Descriptors: Computer Simulation, Educational Strategies, Experiential Learning, Game Based Learning
Ali Soleymani; Maarten De Laat; Marcus Specht – Electronic Journal of e-Learning, 2025
Gamification has emerged as a promising strategy to enhance student engagement and learning outcomes in computer science education. This study uses Wenger's Value Creation Framework to evaluate and design the gamification elements in the "Answers" platform, a Professional Learning Network (PLN) developed at TU Delft. Using a…
Descriptors: Computer Science Education, Game Based Learning, Interpersonal Relationship, Student Motivation
Palha, Sonia; Matic, Ljerka Jukic – Electronic Journal of e-Learning, 2023
Digital game-based learning (DGBL) can be regarded as a promising teaching pedagogy to prepare students for challenges of the 21st century. However, the incorporation of digital games into K-12 curricula remains limited. Research suggests that a comprehensive understanding of barriers and motivational factors that teachers face when implementing…
Descriptors: Game Based Learning, Teacher Attitudes, Foreign Countries, Inservice Teacher Education
Yara Elenany; Vian Ahmed – Electronic Journal of e-Learning, 2024
The construction industry is on the verge of a digital transformation. Consequently, the gap widens between industry demands and fresh graduate capabilities. Therefore, there is a pressing need for a paradigm shift in the teaching approach for construction management education. To meet both industry demands and student expectations, Game-Based…
Descriptors: Construction Management, Construction Industry, Resource Allocation, Computer Simulation
Havva Yaman; Carla Sousa; Pedro Pinto Neves; Filipe Luz – Electronic Journal of e-Learning, 2024
In addition to being a fundamental part of human culture, games are also important for social interaction, personal growth, and development. These premises have led to a growing body of research on game-based learning (GBL) as a pedagogical advance in both formal and informal education. Even though GBL has many potential benefits, some challenges…
Descriptors: Game Based Learning, Educational Games, Teacher Attitudes, School Policy

Peer reviewed
