Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 8 |
Since 2016 (last 10 years) | 9 |
Since 2006 (last 20 years) | 9 |
Descriptor
Electronic Learning | 9 |
Game Based Learning | 9 |
Self Efficacy | 9 |
Educational Technology | 3 |
Foreign Countries | 3 |
Student Attitudes | 3 |
Anxiety | 2 |
Elementary School Students | 2 |
Gender Differences | 2 |
Grade 4 | 2 |
Inquiry | 2 |
More ▼ |
Source
Author
Hong, Jon-Chao | 2 |
Albano, Giovannina | 1 |
Arzarello, Ferdinando | 1 |
Batten, Jasmine | 1 |
Carliner, Saul, Ed. | 1 |
Clarke, Peter | 1 |
Damas, Stephanie | 1 |
Davis, Debra | 1 |
Dello Iacono, Umberto | 1 |
Helen Mullen | 1 |
Hsu, Hui-Ting | 1 |
More ▼ |
Publication Type
Journal Articles | 8 |
Reports - Research | 8 |
Collected Works - Proceedings | 1 |
Tests/Questionnaires | 1 |
Education Level
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Hong, Jon-Chao; Hwang, Ming-Yueh; Hsu, Hui-Ting; Tai, Kai-Hsin – Journal of Research on Technology in Education, 2023
Gestalt perception relates to inferring a holistic scene from separate elements. Using this theory, an application game named Gestalt Puzzle was designed for students to play by recognizing a few parts of an image to reason the whole image of a particular object. Cognitive style can be divided into field independence (FI) and field dependence (FD)…
Descriptors: Game Based Learning, Self Efficacy, Anxiety, Cognitive Style
Ya-Ting Yu; Mengping Tsuei – Interactive Learning Environments, 2023
This quasi-experimental study examined the effects of digital game-based learning (DGBL) on elementary-school students' Chinese language learning, self-efficacy and attention. In total, 126 fourth-graders participated in the study for 6 weeks. Two digital games with different mechanisms (completion-contingent and performance-contingent rewards)…
Descriptors: Game Based Learning, Learner Engagement, Attention Control, Self Efficacy
Matt Offord; Sarah Honeychurch; Nick Quinn; Matthew Barr; Helen Mullen – Journal of Learning Development in Higher Education, 2022
This case study aims to highlight the ease of use and effectiveness of an escape room game by describing how it was implemented in an undergraduate business course. The case study demonstrates the simplicity of a straightforward text-based game and how this was used in a large course of online students. Our case study aims to present our…
Descriptors: Puzzles, Educational Games, Undergraduate Students, Business Education
Albano, Giovannina; Arzarello, Ferdinando; Dello Iacono, Umberto – Technology, Knowledge and Learning, 2021
This paper aims to show how the Logic of Game Theory can facilitate the structuring of games for the learning of mathematical concepts, in a way which is cognitively resonant with students' attitudes and epistemologically sound from the mathematical standpoint. We propose a kind of game, based on an inquiry approach to mathematics, called Digital…
Descriptors: Game Based Learning, Active Learning, Inquiry, Electronic Learning
Wang, Lih-Ching Chen; Lam, Eddie T. C.; Hu, Zhenzhen – International Journal of Technology in Teaching and Learning, 2021
Though it is not easy for Western learners to master, the Chinese language has gain its popularity in the United States in recent years. Modern digital instructional technologies can address some of the issues in learning difficulties of the language. This study examined the effects of Quizlet-based learning activities on the attitudes, beliefs,…
Descriptors: Educational Technology, Electronic Learning, Learning Activities, High School Students
Zahedi, Leila; Batten, Jasmine; Ross, Monique; Potvin, Geoff; Damas, Stephanie; Clarke, Peter; Davis, Debra – Journal of Computing in Higher Education, 2021
Underrepresentation of women in computer science (CS) increasingly demands the necessity to find and enhance current learning engagement approaches to bring more women into computing fields. Some researchers have been exploring the influence of gamification on female students as one of these possible learning engagement strategies. Gamification…
Descriptors: Game Based Learning, Computer Science Education, Females, Self Concept
Yang, Xiantong; Zhang, Mengmeng; Kong, Lingqiang; Wang, Qiang; Hong, Jon-Chao – Journal of Science Education and Technology, 2021
Game-based learning supported by mobile intelligence technology has promoted the renewal of teaching and learning models. Herein, a model of Question-Observation-Doing-Explanation (QODE) based on smart phones was constructed and applied to science learning during school disruption in COVID-19 pandemic. In this study, from the theoretical…
Descriptors: Scientific Literacy, Self Efficacy, Anxiety, Electronic Learning
Lu Zhang; Yue Lei; Tim Pelton; Leslee Francis Pelton; Junjie Shang – Journal of Computer Assisted Learning, 2024
Background: Digital game-based learning (DGBL) has the potential to provide a gender inclusive learning environment for children. Objective: The present study aimed to explore gendered differences among primary school learners in grades three, four, and five within the context of game-based fraction learning from cognitive, motivational and…
Descriptors: Gender Differences, Game Based Learning, Mathematics Education, Electronic Learning
Carliner, Saul, Ed. – Association for the Advancement of Computing in Education, 2018
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "E-Learn 2018: World Conference on E-Learning" took place in Las…
Descriptors: Educational Technology, Technology Uses in Education, Physics, Science Instruction