Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 4 |
Descriptor
Source
Education and Information… | 4 |
Author
Akyar, Özgür Yasar | 1 |
Demir, Ömer | 1 |
Demirhan, Giyasettin | 1 |
Harun Cigdem | 1 |
Korkmaz, Özgen | 1 |
Mevlana Halit Aldemir | 1 |
Mustafa Ozturk | 1 |
Nuri Atik | 1 |
Serkan Gürkan | 1 |
Sert, Sedef | 1 |
Tüzün, Hakan | 1 |
More ▼ |
Publication Type
Journal Articles | 4 |
Reports - Research | 4 |
Education Level
Grade 10 | 2 |
High Schools | 2 |
Higher Education | 2 |
Postsecondary Education | 2 |
Secondary Education | 2 |
Audience
Location
Turkey | 4 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Akyar, Özgür Yasar; Demirhan, Giyasettin – Education and Information Technologies, 2022
The purpose of this concurrent mixed-method research is to examine the negotiation styles of candidate sports coaches in higher education by using a game-based assessment tool called ENACT game. The research was carried out with 3rd and 4th-degree university students who study in coaching education programs in Turkey. Students consist of 221 male…
Descriptors: Conflict Resolution, College Students, Game Based Learning, Evaluation Methods
The Effect of Digital Game-Based Learning on Secondary Level Students' Learning of Internet Literacy
Tüzün, Hakan; Sert, Sedef; Demir, Ömer – Education and Information Technologies, 2023
Since the effectiveness of pedagogies relies heavily on the context they are practiced, scholars strive to revalidate them with different participants representing different disciplines, age, cultures and so on. In this regard, this piece of work was undertaken so as to reveal the impact of a digital game-based learning environment on the…
Descriptors: Game Based Learning, Electronic Learning, Secondary School Students, Internet
Harun Cigdem; Mustafa Ozturk; Yusuf Karabacak; Nuri Atik; Serkan Gürkan; Mevlana Halit Aldemir – Education and Information Technologies, 2024
Effectively engaging learners in an online learning environment is a crucial component of instructional design that contributes to improving performance. Gamification, a contemporary instructional strategy, seeks to integrate game elements such as leaderboards into non-game contexts with the aim of increasing learner engagement and performance.…
Descriptors: Online Courses, Engineering Education, State Universities, Learner Engagement
Yesilbag, Serkan; Korkmaz, Özgen; Çakir, Recep – Education and Information Technologies, 2020
This study aims to determine the effects of educational computer games on the tenth grades students' academic achievement and attitudes towards the course. The research was conducted with 60 tenth-grade students attending an Anatolian high school during the school year of 2019-2020. The study was designed as a quasi-experimental design with a pre…
Descriptors: Educational Games, Computer Games, Game Based Learning, Academic Achievement