Publication Date
In 2025 | 1 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 5 |
Since 2006 (last 20 years) | 5 |
Descriptor
Source
Contemporary Issues in… | 1 |
Digital Education Review | 1 |
Journal of Cybersecurity… | 1 |
Journal of Engineering… | 1 |
Technology, Knowledge and… | 1 |
Author
Anastasio, Daniel | 1 |
Bedenlier, Svenja | 1 |
Bodnar, Cheryl A. | 1 |
Bond, Melissa | 1 |
Buntins, Katja | 1 |
Burkey, Daniel D. | 1 |
Enszer, Joshua A. | 1 |
Hastings, John | 1 |
Kerres, Michael | 1 |
Rahul Mohandas | 1 |
Rokusek, Matthew | 1 |
More ▼ |
Publication Type
Information Analyses | 5 |
Journal Articles | 5 |
Reports - Research | 2 |
Education Level
Higher Education | 5 |
Postsecondary Education | 5 |
Audience
Location
Hong Kong | 1 |
United Kingdom | 1 |
United States | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Weitl-Harms, Sherri; Spanier, Adam; Hastings, John; Rokusek, Matthew – Journal of Cybersecurity Education, Research and Practice, 2023
Gamification in education presents a number of benefits that can theoretically facilitate higher engagement and motivation among students when learning complex, technical concepts. As an innovative, high-potential educational tool, many educators and researchers are attempting to implement more effective gamification into undergraduate coursework.…
Descriptors: Gamification, Undergraduate Students, Information Security, Game Based Learning
Rahul Mohandas; Subhashree Mohapatra – Digital Education Review, 2025
Game-based learning (GBL) is an effective learning tool for medical and dental undergraduates in enhancing knowledge and skills as well as gaining student engagement and motivation. Educational games can create a social constructivist learning environment, where learners can construct their knowledge through interactions with their peers and…
Descriptors: Undergraduate Students, Dentistry, Game Based Learning, Student Motivation
Squire, Nikki – Technology, Knowledge and Learning, 2023
Digital game-based learning (DGBL) is becoming a prominent innovative approach used in higher education to gamify the learning experience. Research studies using DGBL as a framework for game design has shown promising results in increasing student engagement, motivation, interaction, satisfaction, and most of all, learning outcomes among…
Descriptors: Undergraduate Students, Game Based Learning, Audience Response Systems, Distance Education
Bodnar, Cheryl A.; Anastasio, Daniel; Enszer, Joshua A.; Burkey, Daniel D. – Journal of Engineering Education, 2016
Background: Many students may not respond strongly to instruction that they do not perceive as engaging. One pedagogical approach to help engage students involves the use of games. Educational games can provide students with a motivating and stimulating environment while providing them with immediate feedback to promote learning. Purpose: This…
Descriptors: Game Based Learning, Engineering Education, Undergraduate Students, Learner Engagement
Bond, Melissa; Bedenlier, Svenja; Buntins, Katja; Kerres, Michael; Zawacki-Richter, Olaf – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2020
Developing, sustaining, and improving student engagement is of vital importance to higher education instructors. Educational technology has been linked to student engagement, and preservice and in-service teachers need to develop information communication and technology (ICT) skills and knowledge to apply them in the classroom as well as to…
Descriptors: Learner Engagement, Higher Education, Educational Technology, Educational Research