Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 1 |
| Since 2017 (last 10 years) | 3 |
| Since 2007 (last 20 years) | 4 |
Descriptor
| Foreign Countries | 4 |
| Game Based Learning | 4 |
| Computer Games | 2 |
| Design | 2 |
| Undergraduate Students | 2 |
| Active Learning | 1 |
| Artificial Intelligence | 1 |
| Biomedicine | 1 |
| Change | 1 |
| Climate | 1 |
| Computer Simulation | 1 |
| More ▼ | |
Source
| International Journal of… | 4 |
Author
| Adam Kardos | 1 |
| Craig Dennis Howard | 1 |
| Fabio Spano | 1 |
| Linda Fang | 1 |
| Matthew Gaydos | 1 |
| Michele Jacobsen | 1 |
| Sandra K. Law | 1 |
| Zhang Huiyu | 1 |
Publication Type
| Journal Articles | 4 |
| Reports - Descriptive | 3 |
| Reports - Research | 1 |
| Tests/Questionnaires | 1 |
Education Level
| Higher Education | 2 |
| Postsecondary Education | 2 |
| Elementary Secondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Matthew Gaydos – International Journal of Designs for Learning, 2021
Over the past 15 years, various government agencies in Singapore have supported educational game development and research, producing multiple digital games (e.g., "Legends of Alkhemia," "Statecraft X"), and non-digital games (e.g., "Green City Blues," "Money Matters"). Although these games had been…
Descriptors: Educational Games, Design, Foreign Countries, Game Based Learning
Fabio Spano; Adam Kardos; Craig Dennis Howard – International Journal of Designs for Learning, 2025
This design case presents a gamified dictionary learning intervention for away-from-school learning. Intended to be mobile, the game features AI speech recognition for practicing English words and phrases. We also introduce a second feature--an integrated teacher dashboard that addresses issues in traditional homework--a lack of immediate feedback…
Descriptors: Gamification, Dictionaries, Artificial Intelligence, English (Second Language)
Zhang Huiyu; Linda Fang – International Journal of Designs for Learning, 2021
Biostatistics is a second-year subject taken by Biomedical Engineering Diploma students in Temasek Polytechnic, Singapore. Gamification elements, referenced from the popular "Pokémon GO," were infused into a suite of activities. The purpose was to engage and sustain the interest of students while facilitating the successful execution of…
Descriptors: Game Based Learning, Computer Games, Active Learning, Student Projects
Sandra K. Law; Michele Jacobsen – International Journal of Designs for Learning, 2015
This design case describes the work involved in developing a digital game-based learning environment, work that was part of a PhD research project. The designer was involved in all aspects of the project: conducting research into content that was included in the game, exploring the gaming platform (Second Life), adapting scientific literature for…
Descriptors: Game Based Learning, Climate, Change, Curriculum Development

Peer reviewed
Direct link
