Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 0 |
| Since 2017 (last 10 years) | 1 |
| Since 2007 (last 20 years) | 1 |
Descriptor
| Computer Games | 1 |
| Conventional Instruction | 1 |
| Focus Groups | 1 |
| Foreign Countries | 1 |
| Gender Differences | 1 |
| Grade 8 | 1 |
| Instructional Design | 1 |
| Intervention | 1 |
| Learner Engagement | 1 |
| Outcomes of Education | 1 |
| Pretests Posttests | 1 |
| More ▼ | |
Source
| Education and Information… | 1 |
Publication Type
| Journal Articles | 1 |
| Reports - Research | 1 |
| Tests/Questionnaires | 1 |
Education Level
| Secondary Education | 1 |
Audience
Location
| Pakistan | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Khan, Amna; Ahmad, Farzana Hayat; Malik, Muhammad Muddassir – Education and Information Technologies, 2017
This study aimed to identify the impact of a game based learning (GBL) application using computer technologies on student engagement in secondary school science classrooms. The literature reveals that conventional Science teaching techniques (teacher-centered lecture and teaching), which foster rote learning among students, are one of the major…
Descriptors: Secondary School Students, Science Instruction, Instructional Design, Gender Differences

Peer reviewed
Direct link
