Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 3 |
| Since 2017 (last 10 years) | 5 |
| Since 2007 (last 20 years) | 5 |
Descriptor
Source
| Computer Assisted Language… | 1 |
| Education Sciences | 1 |
| Information and Learning… | 1 |
| Journal of Educational… | 1 |
| ProQuest LLC | 1 |
Author
| Amresh, Ashish | 1 |
| Bansal, Ajay | 1 |
| Blume, Carolyn | 1 |
| Cook-Chennault, Kimberly | 1 |
| Coralie Portier-Charneau | 1 |
| Craig, Scotty D. | 1 |
| Jacob, Gabrielle | 1 |
| Levy, Roy | 1 |
| Mylene Sanchiz | 1 |
| Verma, Vipin | 1 |
| Villanueva Alarcón, Idalis | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 4 |
| Reports - Research | 4 |
| Dissertations/Theses -… | 1 |
Education Level
| Higher Education | 3 |
| Postsecondary Education | 3 |
| Grade 9 | 1 |
| High Schools | 1 |
| Junior High Schools | 1 |
| Middle Schools | 1 |
| Secondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Verma, Vipin; Craig, Scotty D.; Levy, Roy; Bansal, Ajay; Amresh, Ashish – Journal of Educational Computing Research, 2022
Detection and responding to a player's affect are important for serious games. A method for this purpose was tested within Chem-o-crypt, a game that teaches chemical equation balancing. The game automatically detects boredom, flow, and frustration using the Affdex SDK from Affectiva. The sensed affective state is then used to adapt the game play…
Descriptors: Psychological Patterns, Game Based Learning, Media Adaptation, Learner Engagement
Coralie Portier-Charneau; Mylene Sanchiz – Information and Learning Sciences, 2024
Purpose: This paper aims to examine whether the instructional message used to introduce game-based learning (GBL), prior knowledge, flow and prior gaming experience have an impact on secondary students' learning outcomes, perceived game utility and motivation to use the game. Design/methodology/approach: Fifty-four 9th grades students enrolled in…
Descriptors: Foreign Countries, Secondary School Mathematics, Secondary School Students, Secondary School Teachers
Cook-Chennault, Kimberly; Villanueva Alarcón, Idalis; Jacob, Gabrielle – Education Sciences, 2022
The use of educational digital games as supplemental tools to course instruction materials has increased over the last several decades and especially since the COVID-19 pandemic. Though these types of instructional games have been employed in the majority of STEM disciplines, less is known about how diverse populations of students interpret and…
Descriptors: Video Games, Computer Games, Educational Games, Game Based Learning
Blume, Carolyn – Computer Assisted Language Learning, 2020
Despite the prevalence of digital gaming as a leisure activity and research attesting to the affordances of digital game-based language learning (DGBLL) for English as a foreign language (EFL), the use of DGBLL remains low, especially outside the United States. A survey was carried out in order to understand both the beliefs and behaviors of…
Descriptors: Preservice Teachers, English (Second Language), English Teachers, Student Behavior
Zikai Wen – ProQuest LLC, 2021
Drill and practice is a well-received approach to repeatedly train learners' skills through a series of exercises and to reward them with corrective feedback. However, drill-based training may not improve learners' performance if its exercises are badly designed (e.g., not fun, not relevant to the learning goal, and becoming too difficult or too…
Descriptors: Educational Games, Game Based Learning, Computer Games, Artificial Intelligence

Peer reviewed
Direct link
