Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 2 |
| Since 2017 (last 10 years) | 4 |
| Since 2007 (last 20 years) | 4 |
Descriptor
| Electronic Learning | 4 |
| Feedback (Response) | 4 |
| Game Based Learning | 4 |
| College Students | 2 |
| Foreign Countries | 2 |
| Instructional Effectiveness | 2 |
| Academic Achievement | 1 |
| Accuracy | 1 |
| Adolescents | 1 |
| Books | 1 |
| Children | 1 |
| More ▼ | |
Source
| Computer Assisted Language… | 1 |
| IEEE Transactions on Learning… | 1 |
| International Journal of… | 1 |
| International Journal of… | 1 |
Author
| Bai, Shurui | 1 |
| Chan, Tak-Wai | 1 |
| Chang, Wan-Chen | 1 |
| Gama, Sandra | 1 |
| Goncalves, Daniel | 1 |
| Gonda, Donn Emmanuel | 1 |
| Hew, Khe Foon | 1 |
| Huang, Biyun | 1 |
| Jorge, Joaquim | 1 |
| Kaban, Aysegul Liman | 1 |
| Liang, Xinyi | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 4 |
| Reports - Research | 4 |
Education Level
| Elementary Education | 2 |
| Higher Education | 2 |
| Postsecondary Education | 2 |
| Early Childhood Education | 1 |
| Grade 3 | 1 |
| Grade 6 | 1 |
| Intermediate Grades | 1 |
| Middle Schools | 1 |
| Primary Education | 1 |
Audience
Location
| Taiwan | 1 |
| Turkey (Istanbul) | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Nabizadeh, Amir Hossein; Goncalves, Daniel; Gama, Sandra; Jorge, Joaquim – IEEE Transactions on Learning Technologies, 2022
The main challenge in higher education is student retention. While many methods have been proposed to overcome this challenge, early and continuous feedback can be very effective. In this article, we propose a method for predicting student final grades in a course using only their performance data in the current semester. It assists students in…
Descriptors: College Students, Prediction, Grades (Scholastic), Game Based Learning
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
Chang, Wan-Chen; Liao, Chang-Yen; Chan, Tak-Wai – Computer Assisted Language Learning, 2021
This study describes the use of a game-based writing environment (GWE) to increase textual cohesion in students' writing and improve their writing attitude. The participants were 113 third-grade students in Taiwan; the study was conducted over two semesters. A GWE was used for the experimental group (n = 56), and a conventional writing environment…
Descriptors: Children, Elementary School Students, Grade 3, Connected Discourse
Gamified E-Reading Experiences and Their Impact on Reading Comprehension and Attitude in EFL Classes
Kaban, Aysegul Liman – International Journal of Mobile and Blended Learning, 2021
The use of computers and electronic devices for recreational reading and for reading in educational settings has gone up significantly in recent years. Whereas the digital revolution is rapidly changing the world, it is also changing education. This study examined the perceptions of secondary school EFL learners in Turkey of their e-reading…
Descriptors: Electronic Publishing, Electronic Learning, Books, Printed Materials

Peer reviewed
Direct link
