Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 1 |
| Since 2017 (last 10 years) | 3 |
| Since 2007 (last 20 years) | 3 |
Descriptor
Author
| Audy, Jean-François | 1 |
| D'Amours, Sophie | 1 |
| Ekin, Cansu Cigdem | 1 |
| Feng, Yan | 1 |
| Gul, Abdulmenaf | 1 |
| Isaías, Pedro | 1 |
| Rebelo, Sofia | 1 |
| Rönnqvist, Mikael | 1 |
Publication Type
| Journal Articles | 3 |
| Reports - Research | 2 |
| Information Analyses | 1 |
| Reports - Descriptive | 1 |
Education Level
| Higher Education | 2 |
| Postsecondary Education | 2 |
Audience
Location
| Canada | 3 |
| Australia | 2 |
| Brazil | 2 |
| Germany | 2 |
| Greece | 2 |
| Spain | 2 |
| United Kingdom | 2 |
| United States | 2 |
| China | 1 |
| Finland | 1 |
| Japan | 1 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Ekin, Cansu Cigdem; Gul, Abdulmenaf – International Journal of Technology in Education, 2022
This research aims to conduct a bibliometric study to describe how game-based educational research is structured and how it has evolved over time. For this purpose, bibliometric analysis has been used to analyze 4980 publications indexed by the Elsevier SCOPUS database between 1967 and May 2021. The related publications were evaluated by analyzing…
Descriptors: Bibliometrics, Game Based Learning, Educational Research, Publications
Feng, Yan; Audy, Jean-François; Rönnqvist, Mikael; D'Amours, Sophie – INFORMS Transactions on Education, 2020
This article presents an educational game to engage university and industrial stakeholders in collaborative training for supply chain management courses. The game will help students learn complex supply chain management issues. There are two integrated parts: a case ethod through an industrial case and an activity-based game featuring role plays…
Descriptors: Educational Games, Television, Supply and Demand, College Students
Rebelo, Sofia; Isaías, Pedro – Journal of Information Technology Education: Research, 2020
Aim/Purpose: As e-Learning becomes increasingly pervasive, students' engagement in online settings emerges as a central challenge, as it is often more demanding to ensure in this context. The core importance of engagement for e-Learning, places a focus on various instruments and strategies that can be deployed to foster its enhancement.…
Descriptors: Educational Technology, Electronic Learning, Learner Engagement, Game Based Learning

Peer reviewed
Direct link
