Publication Date
In 2025 | 0 |
Since 2024 | 3 |
Since 2021 (last 5 years) | 5 |
Since 2016 (last 10 years) | 5 |
Since 2006 (last 20 years) | 5 |
Descriptor
Source
Interactive Learning… | 5 |
Author
Alin Moldoveanu | 1 |
An-Chi Lin | 1 |
Anca Morar | 1 |
Chang, Kuo-En | 1 |
Chou, Yi-Shiuan | 1 |
Florica Moldoveanu | 1 |
Gwo-Jen Hwang | 1 |
Hou, Huei-Tse | 1 |
Mario de la Puente | 1 |
Roxana Draganoiu | 1 |
Shao-Chen Chang | 1 |
More ▼ |
Publication Type
Journal Articles | 5 |
Reports - Research | 5 |
Education Level
High Schools | 5 |
Secondary Education | 5 |
Elementary Education | 1 |
Grade 10 | 1 |
Junior High Schools | 1 |
Middle Schools | 1 |
Audience
Location
China | 1 |
Colombia | 1 |
Taiwan | 1 |
Taiwan (Taipei) | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Wang, Yi-Hsuan – Interactive Learning Environments, 2021
In this study, a flipped classroom strategy was integrated into a comparative experiment to report on the performance of classical Chinese learning in two learning scenarios, using both game-based and animated story materials or only animated story materials as pre-course preview supports. A total of 75 senior high school students participated in…
Descriptors: Instructional Effectiveness, Game Based Learning, Flipped Classroom, High School Students
Mario de la Puente – Interactive Learning Environments, 2024
The present study investigates the impact of the educational game Sociopolis on student engagement in the context of tenth-grade social science education. Employing a mixed-methods approach, this research examines engagement behaviors quantitatively and categorically. The participant pool consists of 183 students from four public schools in…
Descriptors: Foreign Countries, Educational Games, Gamification, Game Based Learning
Gwo-Jen Hwang; An-Chi Lin; Shao-Chen Chang – Interactive Learning Environments, 2024
Digital games have been used in various disciplines to enhance students' learning interest and effectiveness through the gaming contexts. However, most of the digital educational games use multiple-choice questions to confirm students' learning status, implying the challenge of understanding the actual learning status of students. Also, the gaming…
Descriptors: Game Based Learning, Academic Achievement, Student Behavior, Horticulture
Roxana Draganoiu; Florica Moldoveanu; Anca Morar; Alin Moldoveanu – Interactive Learning Environments, 2024
Almost all educational systems still rely on traditional teaching methods: children must absorb huge uncorrelated amounts of information from various disciplines, multidisciplinary aspects are not developed, the fun factor is missing in most of the classes. Many children sometimes do not fully understand the presented theoretical concepts and…
Descriptors: Elementary School Mathematics, Elementary School Students, Middle School Mathematics, Middle School Students
Chou, Yi-Shiuan; Hou, Huei-Tse; Chang, Kuo-En; Su, Chien-Lun – Interactive Learning Environments, 2023
This study proposed a cognitive-based game mechanism based on the revised Bloom's taxonomy of cognitive processing dimensions. Moreover, a mobile Chinese history educational game, Void Broken: The Qing Dynasty, was developed based on the cognitive-based game mechanism to promote learners' cognitive thinking in history learning. This empirical…
Descriptors: Cognitive Processes, Handheld Devices, Electronic Learning, Thinking Skills