Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 7 |
| Since 2017 (last 10 years) | 8 |
| Since 2007 (last 20 years) | 8 |
Descriptor
| Educational Games | 8 |
| Visual Aids | 8 |
| Foreign Countries | 4 |
| Game Based Learning | 4 |
| Learner Engagement | 4 |
| Technology Uses in Education | 4 |
| Usability | 4 |
| Computer Simulation | 3 |
| Gamification | 3 |
| Children | 2 |
| Comparative Analysis | 2 |
| More ▼ | |
Source
| Interactive Learning… | 8 |
Author
| Angelica Rose Agregado | 1 |
| Arnel Guerrero | 1 |
| Cheerielyn Amado | 1 |
| Chi-Cheng Chang | 1 |
| Christopher Ortega | 1 |
| Colleen Stieler-Hunt | 1 |
| Dan Zheng | 1 |
| Earl Xander Gabas | 1 |
| Faizan Ahmad | 1 |
| Gang Yang | 1 |
| Geiser Chalco Challco | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 8 |
| Reports - Research | 8 |
| Tests/Questionnaires | 1 |
Education Level
| Elementary Education | 3 |
| Higher Education | 3 |
| Postsecondary Education | 3 |
| Secondary Education | 3 |
| Junior High Schools | 2 |
| Middle Schools | 2 |
| Adult Education | 1 |
| Grade 7 | 1 |
| Grade 8 | 1 |
| High Schools | 1 |
| Two Year Colleges | 1 |
| More ▼ | |
Audience
Location
| China | 2 |
| Brazil | 1 |
| Philippines | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Jessica Fernanda Silva Barbosa; Geiser Chalco Challco; Ig Ibert Bittencourt – Interactive Learning Environments, 2024
Gender-stereotypical design, such as the predominance of blue colors in interfaces, leaderboards with only men at the top, and male avatars, may have negative effects on women in gamified tutoring systems, especially in courses with a majority of male participation, such as courses of Science, Technology, Engineering, and Mathematics (STEM). We…
Descriptors: Sex Stereotypes, Gamification, Thinking Skills, Negative Attitudes
Faizan Ahmad; Momina Shaheen; Zeeshan Ahmed; Rubata Riasat; Sara Muneeb – Interactive Learning Environments, 2024
Undertaking cognitively stimulating activities over the course of life, such as playing brain games (BGs), is only possible if they continuously deliver a playful as well as playable experience. The understanding of how these subcomponents of experience (i.e. playfulness and playability) get influenced in both modes (single vs. two-player) of…
Descriptors: Gamification, Play, Educational Games, Learner Engagement
Yanying Chen; Yaoxin Tan; Yuhui Wang – Interactive Learning Environments, 2024
We designed a microbial science popularization product based on virtual reality technology, "Micro World -- Exploring the Microbial Kingdom," and conducted usability tests. Participants used head-mounted VR glasses to experience virtual scenarios teaching microbiological knowledge. The product's user experience was evaluated through a…
Descriptors: Computer Simulation, Science Education, Microbiology, Computer Peripherals
Gang Yang; Dan Zheng; Ji-Huan Chen; Qun-Fang Zeng; Yun-Fang Tu; Xiao-Li Zheng – Interactive Learning Environments, 2024
The game-based learning approach to developing students' computational thinking (CT) current has received attention from researchers. However, the compatibility between games and instruction is often insufficient to accommodate the entertaining and educational nature of the curriculum entirely, and the benefits of game-based learning could be…
Descriptors: Role Playing, Educational Games, Mental Computation, Learner Engagement
Sandra Elsom; Colleen Stieler-Hunt; Margaret Marshman – Interactive Learning Environments, 2024
Proponents of game-based learning see potential for the inclusion of Alternate Reality Games (ARGs) in higher education. Research has shown that an ARG can support the induction and socialisation of students but engagement in educational ARGs has been disappointing. We explored whether students could learn via an ARG embedded in curriculum: if…
Descriptors: Computer Simulation, Integrated Curriculum, Game Based Learning, Educational Games
Christopher Ortega; Angelica Rose Agregado; Earl Xander Gabas; Cheerielyn Amado; Jilbrix Kyle Magno; Arnel Guerrero; Romes Gabriel Alaon; Mark Anthony R. Aribon III – Interactive Learning Environments, 2024
Learning history is vital for students' intellectual, spiritual, emotional, and physical development. Students perceive history subject as difficult and boring because they must memorize facts and understand those facts, concepts, time, and historical events. Interactive multimedia can increase students' enthusiasm and make the teaching and…
Descriptors: Game Based Learning, Educational Games, Usability, Instructional Materials
Chi-Cheng Chang; Szu-Ting Yang – Interactive Learning Environments, 2024
This study aimed to investigate the differences in learners' emotion, cognitive load, and cognitive performance among various scaffolding DGBLs, and the influences of emotion and cognitive load on cognitive performance when using DGBLs. Participants were 97 adult learners from some community college, randomly divided into the control group with 32…
Descriptors: Psychological Patterns, Cognitive Processes, Self Efficacy, Game Based Learning
Martin-SanJose, Juan-Fernando; Juan, M. -Carmen; Mollá, Ramón; Vivó, Roberto – Interactive Learning Environments, 2017
Advanced displays and natural user interfaces (NUI) are a very suitable combination for developing systems to provide an enhanced and richer user experience. This combination can be appropriate in several fields and has not been extensively exploited. One of the fields that this combination is especially suitable for is education. Nowadays,…
Descriptors: Computer Interfaces, Visual Aids, Teaching Methods, Computer Games

Peer reviewed
Direct link
