Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 2 |
| Since 2017 (last 10 years) | 2 |
| Since 2007 (last 20 years) | 3 |
Descriptor
| Bayesian Statistics | 3 |
| Computation | 3 |
| Physics | 3 |
| Educational Games | 2 |
| Academic Achievement | 1 |
| Accuracy | 1 |
| Affective Measures | 1 |
| Artificial Intelligence | 1 |
| Astronomy | 1 |
| Case Studies | 1 |
| Decision Making | 1 |
| More ▼ | |
Author
| Aydin, Muharrem | 1 |
| Huang, Hening | 1 |
| Karal, Hasan | 1 |
| Lunney, Tom | 1 |
| Mc Kevitt, Paul | 1 |
| Muñoz, Karla | 1 |
| Nabiyev, Vasif | 1 |
| Neri, Luis | 1 |
| Noguez, Julieta | 1 |
Publication Type
| Journal Articles | 3 |
| Information Analyses | 1 |
| Reports - Evaluative | 1 |
| Reports - Research | 1 |
Education Level
| Higher Education | 1 |
Audience
Location
| Mexico (Mexico City) | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Huang, Hening – Research Synthesis Methods, 2023
Many statistical methods (estimators) are available for estimating the consensus value (or average effect) and heterogeneity variance in interlaboratory studies or meta-analyses. These estimators are all valid because they are developed from or supported by certain statistical principles. However, no estimator can be perfect and must have error or…
Descriptors: Statistical Analysis, Computation, Measurement Techniques, Meta Analysis
Aydin, Muharrem; Karal, Hasan; Nabiyev, Vasif – Education and Information Technologies, 2023
This study aims to examine adaptability for educational games in terms of adaptation elements, components used in creating user profiles, and decision algorithms used for adaptation. For this purpose, articles and full-text papers in Web of Science, Google Scholar, and Eric databases between 2000-2021 were searched using the keywords…
Descriptors: Educational Games, Game Based Learning, Programming, Physics
Muñoz, Karla; Noguez, Julieta; Neri, Luis; Mc Kevitt, Paul; Lunney, Tom – Educational Technology & Society, 2016
Game-based Learning (GBL) environments make instruction flexible and interactive. Positive experiences depend on personalization. Student modelling has focused on affect. Three methods are used: (1) recognizing the physiological effects of emotion, (2) reasoning about emotion from its origin and (3) an approach combining 1 and 2. These have proven…
Descriptors: Educational Games, Psychological Patterns, Models, Academic Achievement

Peer reviewed
Direct link
