Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 1 |
| Since 2017 (last 10 years) | 4 |
| Since 2007 (last 20 years) | 4 |
Descriptor
| Game Based Learning | 4 |
| Models | 4 |
| Instructional Effectiveness | 2 |
| Teaching Methods | 2 |
| Accuracy | 1 |
| Achievement Tests | 1 |
| Case Studies | 1 |
| Comparative Analysis | 1 |
| Competence | 1 |
| Computer Assisted Instruction | 1 |
| Computer Games | 1 |
| More ▼ | |
Source
| Journal of Computer Assisted… | 4 |
Author
Publication Type
| Journal Articles | 4 |
| Reports - Research | 3 |
| Information Analyses | 1 |
Education Level
| Elementary Education | 1 |
| Elementary Secondary Education | 1 |
| Grade 6 | 1 |
| Intermediate Grades | 1 |
| Middle Schools | 1 |
Audience
Location
| Taiwan | 1 |
Laws, Policies, & Programs
Assessments and Surveys
| Program for International… | 1 |
What Works Clearinghouse Rating
Lu Yang; Rui Li; Yu Zhou – Journal of Computer Assisted Learning, 2024
Background: While game-based language learning (GBLL) in K-12 education has received considerable attention, little is still known about its state-of-the-art research trends over the last decade, necessitating a systematic review on its theoretical frameworks, instructional activities and research findings. Objectives: To fill the gap, drawing on…
Descriptors: Game Based Learning, Second Language Learning, Elementary Secondary Education, Educational Research
Jamshidifarsani, Hossein; Tamayo-Serrano, Paul; Garbaya, Samir; Lim, Theodore – Journal of Computer Assisted Learning, 2021
Training design for automatic skills has a vast domain of application, such as education, physical and cognitive rehabilitation, as well as sports, arts and professional training. Gamification concept used in technology-assisted training has the potential to increase motivation, engagement and adherence to the training programme. Currently, the…
Descriptors: Game Based Learning, Models, Computer Assisted Instruction, Task Analysis
Tsai, Chun-Yen; Lin, Huann-shyang; Liu, Shu-Chiu – Journal of Computer Assisted Learning, 2020
The purpose of this study is to explore the effect of a pedagogical model of digital games on students' scientific competencies that are advocated by the Programme for International Student Assessment (PISA). As a single game-based learning strategy may not be enough to enhance such competencies, the online game in the current study incorporated…
Descriptors: Educational Games, Instructional Effectiveness, Achievement Tests, Foreign Countries
Alonso-Fernández, Cristina; Martínez-Ortiz, Iván; Caballero, Rafael; Freire, Manuel; Fernández-Manjón, Baltasar – Journal of Computer Assisted Learning, 2020
Serious games have proven to be a powerful tool in education to engage, motivate, and help students learn. However, the change in student knowledge after playing games is usually measured with traditional (paper) prequestionnaires-postquestionnaires. We propose a combination of game learning analytics and data mining techniques to predict…
Descriptors: Case Studies, Teaching Methods, Game Based Learning, Student Motivation

Peer reviewed
Direct link
