Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 1 |
| Since 2017 (last 10 years) | 2 |
| Since 2007 (last 20 years) | 2 |
Descriptor
Source
| International Journal of… | 2 |
Author
| Bai, Shurui | 1 |
| Bueno Muñoz, Carmen | 1 |
| Godoy-Caballero, Ana Luisa | 1 |
| Gonda, Donn Emmanuel | 1 |
| Hew, Khe Foon | 1 |
| Huang, Biyun | 1 |
| Liang, Xinyi | 1 |
| López Sánchez, José Ángel | 1 |
| Murillo-Zamorano, Luis R. | 1 |
Publication Type
| Journal Articles | 2 |
| Reports - Research | 2 |
| Tests/Questionnaires | 1 |
Education Level
| Higher Education | 2 |
| Postsecondary Education | 2 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Bai, Shurui; Hew, Khe Foon; Gonda, Donn Emmanuel; Huang, Biyun; Liang, Xinyi – International Journal of Educational Technology in Higher Education, 2022
We used the design-based research approach to test and refine a theoretically grounded goal-access-feedback-challenge-collaboration gamification model. The testbed was a 10-week, university-level e-learning design course offered in two consecutive semesters. In Study 1, we implemented the initial goal-access-feedback-challenge-collaboration model…
Descriptors: Game Based Learning, Models, Fantasy, Electronic Learning
Murillo-Zamorano, Luis R.; López Sánchez, José Ángel; Godoy-Caballero, Ana Luisa; Bueno Muñoz, Carmen – International Journal of Educational Technology in Higher Education, 2021
This study aims to examine whether it is possible to match digital society, academia and students interests in higher education by testing to what extent the introduction of gamification into active learning setups affects the skills development demanded by the workplace of the digital society of the twenty-first century, the academic achievement…
Descriptors: Game Based Learning, Active Learning, Higher Education, Student Interests

Peer reviewed
Direct link
