NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 9 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Li Ye; Jingyi Li; Simin Yang; Yongxin Hang – Interactive Learning Environments, 2024
Traditional pattern teaching is an important part of the art curriculum, but the pattern are complex and difficult to learn. While schema theory focuses on the integration, understanding and construction process of knowledge, AR technology can provide a three-dimensional and dynamic display of patterns, which has been used in teaching in recent…
Descriptors: Computer Simulation, Game Based Learning, Art Education, Instructional Effectiveness
Peer reviewed Peer reviewed
Direct linkDirect link
Yu-Cheng Lin; Huei-Tse Hou – Interactive Learning Environments, 2024
The integration of augmented reality (AR) and game-based learning could increase interaction in educational games and provide more learning guidance in higher education courses. This study developed an AR educational board game that featured cognitive scaffolding, immediate feedback, and collaborative interaction. The study also analyzed and…
Descriptors: Instructional Effectiveness, Scaffolding (Teaching Technique), Computer Simulation, Educational Technology
Peer reviewed Peer reviewed
Direct linkDirect link
Elsom, Sandra; Westacott, Marguerite; Stieler-Hunt, Colleen; Glencross, Sarah; Rutter, Kerry – Interactive Learning Environments, 2023
Game-based learning has been recognised as a strategy to increase students' engagement in higher education. Alternate reality games (ARG) provide players with the opportunity to apply newly developed knowledge and skills, such as visiting important campus locations and completing relevant activities. The collaborative nature of these games means…
Descriptors: College Students, Orientation, Socialization, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Lin, Jian-Wei; Tsai, Chia-Wen; Hsu, Chu-Ching – Interactive Learning Environments, 2023
Different e-learning technologies may offer different incentive factors, which influence behavioural intention. Moreover, when adopting a new e-learning technology for an extended period, learners' perceptions and learning behaviour may change during the learning period. Unfortunately, as formative assessments (FAs) are often continuously…
Descriptors: Comparative Analysis, Evaluation Methods, Formative Evaluation, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Sherry Y. Chen; Chia-Yi Tseng; Chao-Yang Cheng – Interactive Learning Environments, 2023
This study proposed a three-tier test to help students learn English grammar. To reduce students' anxiety, game-based learning was incorporated into the three-tier test, where personalization was also implemented to accommodate students' different needs. More specifically, we developed a Personalized Entertaining Three-Tier Test (PET3), which…
Descriptors: English (Second Language), Language Tests, Grammar, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Bouchrika, Imed; Harrati, Nouzha; Wanick, Vanissa; Wills, Gary – Interactive Learning Environments, 2021
In spite of the unprecedented popularity to use innovative gaming concepts within the educational context in order to promote active learning, engage people and solve motivational problems, there is an emerging body of research work arguing that gamification is not effective to increase neither the students engagement nor the learning outcomes. In…
Descriptors: Game Based Learning, Electronic Learning, Program Effectiveness, Technology Integration
Peer reviewed Peer reviewed
Direct linkDirect link
Zatarain Cabada, Ramón; Barrón Estrada, María Lucía; Ríos Félix, José Mario; Alor Hernández, Giner – Interactive Learning Environments, 2020
Emotions play an important role in students learning to master complex intellectual activities such as computer programing. Emotions such as confusion, boredom and frustration in the student are important factors in determining whether the student will master the exercise of learning to program in the short and long term. Motivation also plays an…
Descriptors: Programming, Game Based Learning, Emotional Response, Psychological Patterns
Peer reviewed Peer reviewed
Direct linkDirect link
Hsu, Chung-Yuan; Chiou, Guo-Li; Tsai, Meng-Jung – Interactive Learning Environments, 2019
This study was to investigate the role of students' game self-efficacy in their game performance as well as in their visual behavior distributions and transfer patterns during their gameplay. A total of 48 university students were recruited for participating in a gameplaying task while wearing with an ASL Mobile Eye eye-tracker. After the…
Descriptors: Game Based Learning, Self Efficacy, Eye Movements, Attention
Peer reviewed Peer reviewed
Direct linkDirect link
Hwang, Gwo-Haur; Chen, Beyin; Chen, Ru-Shan; Wu, Ting-Ting; Lai, Yu-Ling – Interactive Learning Environments, 2019
Competitive game-based learning has been widely discussed in terms of its positive and negative impacts on learners' learning effectiveness and learning behavior. Although different types of games require different kinds of knowledge to accomplish the task via competition, few studies have considered that knowledge types, such as procedural…
Descriptors: Student Behavior, Adoption (Ideas), Competition, Game Based Learning