Publication Date
| In 2026 | 0 |
| Since 2025 | 2 |
| Since 2022 (last 5 years) | 8 |
Descriptor
Source
| Journal of Computer Assisted… | 2 |
| British Journal of… | 1 |
| Developmental Science | 1 |
| International Educational… | 1 |
| Journal of Learning and… | 1 |
| Journal of Political Science… | 1 |
| ProQuest LLC | 1 |
Author
| Andonovic, Ivan | 1 |
| Anzulewicz, Anna | 1 |
| Cao, Yang | 1 |
| Chang, Shao-Chen | 1 |
| Chen, Mei-Shan | 1 |
| Cheng, Yang | 1 |
| Chien, Shu-Yun | 1 |
| Chu, Shih-Ting | 1 |
| Chua, Yu Wei | 1 |
| Chung, Ching-Jung | 1 |
| Delafield-Butt, Jonathan | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 6 |
| Reports - Research | 6 |
| Dissertations/Theses -… | 1 |
| Reports - Descriptive | 1 |
| Speeches/Meeting Papers | 1 |
Education Level
| Higher Education | 4 |
| Postsecondary Education | 4 |
| Secondary Education | 2 |
| Elementary Education | 1 |
| High Schools | 1 |
| Junior High Schools | 1 |
| Middle Schools | 1 |
Audience
Location
| Europe | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Cao, Yang; Gong, Shao-Ying; Wang, Zhen; Cheng, Yang; Wang, Yan-Qing – Journal of Computer Assisted Learning, 2022
Background: As one of the gamification elements, leaderboard, especially absolute leaderboard, is widely used in educational gamification systems. However, empirical studies on the optimal use condition of the leaderboard and underlying influence mechanisms are deficient. Objectives: This study explored which difficulty was more conducive to…
Descriptors: Goal Orientation, Difficulty Level, Learning Motivation, Educational Games
Michael Fowler – Journal of Political Science Education, 2025
Wargames and crisis simulations can be useful pedagogical tools when deliberately used. This paper explores the spectrum of pedagogical objectives; what use are wargames for learning? What types of objectives can they explore? How do you align the learning objectives with the right type of game? The paper leverages Bloom's Taxonomy of learning as…
Descriptors: College Students, College Faculty, Educational Games, Computer Games
Kevser Tozduman Yarali – Journal of Learning and Teaching in Digital Age, 2025
Digital games are among the most common reasons children use the internet, and the time children spend playing digital games is increasing day by day. This research aims to identify the characteristics of the digital games most preferred by children, while also examining their digital gaming habits. The study was conducted using a qualitative…
Descriptors: Elementary School Students, Middle School Students, Computer Games, Handheld Devices
Chua, Yu Wei; Lu, Szu-Ching; Anzulewicz, Anna; Sobota, Krzystof; Tachtatzis, Christos; Andonovic, Ivan; Rowe, Philip; Delafield-Butt, Jonathan – Developmental Science, 2022
Movement is prospective. It structures self-generated engagement with objects and social partners and is fundamental to children's learning and development. In autistic children, previous reports of differences in movement kinematics compared to neurotypical peers suggest that its prospective organisation might be disrupted. Here, we employed a…
Descriptors: Autism, Pervasive Developmental Disorders, Motion, Handheld Devices
Yang, Jie Chi; Chung, Ching-Jung; Chen, Mei-Shan – Journal of Computer Assisted Learning, 2022
Background: Performance goal orientations are influential motivational factors for predicting learning performance. However, a lack of attention has been paid to investigating the effects of performance goal orientations on learning performance and in-game performance in the context of digital game-based learning. Objectives: This study…
Descriptors: Educational Games, Game Based Learning, Academic Achievement, Goal Orientation
Chu, Shih-Ting; Hwang, Gwo-Jen; Chien, Shu-Yun; Chang, Shao-Chen – British Journal of Educational Technology, 2023
In recent years, several studies have reported the potential of employing digital games in EFL (English as Foreign Language) courses to promote students' learning motivation. However, scholars have pointed out that students generally lack self-learning ability, which is the key to the success of learning a foreign language. Therefore, it is…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Games
Langenhagen, Julian – International Educational Data Mining Society, 2022
Although badges are among the most-used game elements in gamified education, studies about their optimal features to motivate learning are scarce. How should a badge be designed to represent an incentive for a specific goal like optimal exam preparation? This study examines usage data of a higher education learning app to determine whether the…
Descriptors: Data Analysis, Goal Orientation, Computer Software, Game Based Learning
Jason Valley – ProQuest LLC, 2022
Objective: The rapid advancement in screen-based technology enables teenagers today to devote significant amounts of time to occupational engagement in the virtual context. Societal concerns regarding adolescent screen time have been well-substantiated by numerous studies that have revealed an inverse relationship between adolescent screen time…
Descriptors: High School Students, Suburban Schools, Well Being, World Views

Peer reviewed
Direct link
