Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 3 |
| Since 2017 (last 10 years) | 5 |
| Since 2007 (last 20 years) | 5 |
Descriptor
| Educational Games | 5 |
| Game Based Learning | 5 |
| Personality Traits | 5 |
| Foreign Countries | 3 |
| Computer Games | 2 |
| Learning Motivation | 2 |
| Play | 2 |
| Ability | 1 |
| Academic Achievement | 1 |
| Accuracy | 1 |
| Achievement Tests | 1 |
| More ▼ | |
Source
| Education and Information… | 1 |
| Interactive Learning… | 1 |
| International Journal of… | 1 |
| Journal of Educational… | 1 |
| Journal on Mathematics… | 1 |
Author
| Aiping Yu | 1 |
| Chunsong Jiang | 1 |
| Dichev, Christo | 1 |
| Dicheva, Darina | 1 |
| Ding, Nan | 1 |
| Guiqin Liang | 1 |
| Hartono, Yusuf | 1 |
| Irwin, Keith | 1 |
| Lien, Chi-Jui | 1 |
| Lu, Yu-Ling | 1 |
| Putri, Ratu Ilma Indra | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 5 |
| Reports - Research | 4 |
| Reports - Descriptive | 1 |
| Tests/Questionnaires | 1 |
Education Level
| Elementary Education | 2 |
| Middle Schools | 2 |
| Grade 5 | 1 |
| Grade 6 | 1 |
| Grade 7 | 1 |
| Higher Education | 1 |
| Intermediate Grades | 1 |
| Junior High Schools | 1 |
| Postsecondary Education | 1 |
| Secondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Chunsong Jiang; Xuan Chen; Aiping Yu; Guiqin Liang – Education and Information Technologies, 2025
Assignments and tests are the main forms of evaluation in the educational process, students usually lose interest in boring exercises during course learning. In spired of elements from human-computer battle game, a course test system is designed to encourage students to take tests more frequently and actively to achieve better learning effect,…
Descriptors: Computer Games, Educational Games, Game Based Learning, Competition
Dichev, Christo; Dicheva, Darina; Irwin, Keith – International Journal of Educational Technology in Higher Education, 2020
The majority of user models in gamification are based on user's gamer personality. However, the motivations driving individuals' learning behavior differ from their motivations when playing. There is no evidence that learners' experiences in gamified activities are described by these models. Thus, an alternative model capturing learners'…
Descriptors: Game Based Learning, Educational Games, Personality Traits, Learning Motivation
Rahayu, Chika; Putri, Ratu Ilma Indra; Zulkardi; Hartono, Yusuf – Journal on Mathematics Education, 2022
This research aimed to generate a learning trajectory in an introduction to early mathematics, precisely to measure learning using educational games and Realistic Mathematics Education (RME) and to describe young children's curiosity in learning early mathematics. Children need to have an understanding to take a measurement and use a learning…
Descriptors: Game Based Learning, Educational Games, Mathematics Education, Learning Processes
Shi, Aili; Wang, Yamin; Ding, Nan – Interactive Learning Environments, 2022
As an emerging learning platform, game-based immersive virtual reality learning environments (GIVRLEs) have the potential to solve difficult teaching problems. This study designed a GIVRLE by integrating knowledge of quadratic functions into gameplay. Forty seventh graders who had never acquired that knowledge played the game and took pre- and…
Descriptors: Game Based Learning, Computer Simulation, Educational Games, Foreign Countries
Lu, Yu-Ling; Lien, Chi-Jui – Journal of Educational Computing Research, 2020
As game-based learning continues to draw attention, students' perceptions toward classroom activities are vital in influencing the quality of learning. This study used the social cognitive theory to show the perception traits of learning and playing in game-based environments and for students to identify their self-efficacy toward game-based…
Descriptors: Game Based Learning, Self Efficacy, Student Attitudes, Personality Traits

Peer reviewed
Direct link
