NotesFAQContact Us
Collection
Advanced
Search Tips
Source
British Journal of…49
Audience
Researchers1
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Showing 1 to 15 of 49 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Matisse Poupard; Florian Larrue; Hélène Sauzéon; André Tricot – British Journal of Educational Technology, 2025
Immersive technologies are assumed to have many benefits for learning due to their potential positive impact on optimizing learners' cognitive load and fostering intrinsic motivation. However, despite promising results, the findings regarding the actual impact on learning remain inconclusive, raising questions about the determinants of efficacy.…
Descriptors: Educational Technology, Academic Achievement, Cognitive Processes, Learning Motivation
Peer reviewed Peer reviewed
Direct linkDirect link
Hsiu-Ling Chen; Abebayehu Yohannes; Ning-Li Hung – British Journal of Educational Technology, 2025
The escape room game is an example of digital game-based learning that has become a popular learning tool in recent years. However, not enough is known about enthusiasm for and promising reports of the use of escape rooms in education. The purpose of this study was to investigate the effects of escape room game-based civics education on eighth…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
Yuanyuan Hu; Pieter Wouters; Marieke van der Schaaf; Liesbeth Kester – British Journal of Educational Technology, 2025
Learning with games requires two types of information, namely domain-specific information and game-specific information. Presenting these two types of information together with gameplay may pose a heavy demand on cognitive resources. This study investigates how timing of information presentation affects cognition (ie, mental effort and…
Descriptors: Game Based Learning, Secondary School Students, Chemistry, Schemata (Cognition)
Peer reviewed Peer reviewed
Direct linkDirect link
Yujie Zhou; Huiping Wu; Ge Cao – British Journal of Educational Technology, 2025
High dropout rates in online courses, caused by potential factors such as financial issues, low motivation and poor self-regulation among learners, pose a significant challenge to the sustainable development of online education. Therefore, continuance of online courses has become a critical topic in both the academic and practical fields. By…
Descriptors: Electronic Learning, Inquiry, Communities of Practice, Teacher Attendance
Peer reviewed Peer reviewed
Direct linkDirect link
Robbert Smit; Rahel Schmid; Nicolas Robin – British Journal of Educational Technology, 2025
Secondary school students (N = 269) participated in a daylong visual programming course held in a stimulating environment for start-up enterprises. The tasks were application-oriented and partly creative. For example, a wearable device with light-emitting diodes, (ie, LEDs) could be applied to a T-shirt and used for optical messages. Our research…
Descriptors: Self Efficacy, Gender Differences, Prediction, Student Attitudes
Peer reviewed Peer reviewed
Direct linkDirect link
Anna-Lisa Max; Sarah Lukas; Holger Weitzel – British Journal of Educational Technology, 2024
The aim of this study was (1) to describe challenges prospective teachers perceive during project work in a pedagogical makerspace and coping strategies they develop to deal with the challenges, (2) to analyse the development of prospective teachers' TPACK and attitudes towards the use of ICT in class. Challenges regarding project work and coping…
Descriptors: Preservice Teachers, Shared Resources and Services, Technological Literacy, Pedagogical Content Knowledge
Peer reviewed Peer reviewed
Direct linkDirect link
Chase, Catherine C.; Malkiewich, Laura J.; Lee, Alison; Slater, Stefan; Choi, Ahram; Xing, Chenmu – British Journal of Educational Technology, 2021
It is difficult to motivate learners to seek out and persist at challenging learning tasks where failure is likely. However, in game environments, people seem highly motivated to engage with challenges and respond productively to failure. Many typical game features purportedly enhance intrinsic motivation and self-efficacy, which should improve…
Descriptors: Game Based Learning, Educational Games, Learning Processes, Programming
Peer reviewed Peer reviewed
Direct linkDirect link
Christopoulos, Athanasios; Pellas, Nikolaos; Bin Qushem, Umar; Laakso, Mikko-Jussi – British Journal of Educational Technology, 2023
The promise of using immersive technologies in learning has increasingly been attracting researchers' and practitioners' attention. However, relevant empirical works are usually conducted in fully controlled Virtual Reality (VR) laboratories, as opposed to conventional settings. This quasi-experimental study compares the effectiveness of video…
Descriptors: Video Technology, Computer Simulation, Technology Uses in Education, Supplementary Education
Peer reviewed Peer reviewed
Direct linkDirect link
Lo-An Liu; Gwo-Jen Hwang – British Journal of Educational Technology, 2024
Learning with digital games has gained considerable popularity. While digital game-based learning has the potential to improve learners' language learning achievement, engagement and motivation, there still exists a gap when it comes to providing effective feedback to learners within these games. Conventional digital games generally provide…
Descriptors: Metalinguistics, Error Correction, English (Second Language), Second Language Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Huang, Hsiu-Ling; Hwang, Gwo-Jen; Chen, Pei-Ying – British Journal of Educational Technology, 2022
Scholars and researchers generally believe that scientific inquiry is an important activity for cultivating students' applied knowledge and high-level thinking ability. The process of scientific inquiry can promote students' learning motivation and trigger their higher-order thinking ability. However, students may not have enough prior knowledge…
Descriptors: Concept Mapping, Visual Perception, Recognition (Psychology), Science Process Skills
Peer reviewed Peer reviewed
Direct linkDirect link
Dindar, Muhterem; Ren, Lei; Järvenoja, Hanna – British Journal of Educational Technology, 2021
Gamification has become a popular approach to blending learning with fun and enjoyable experiences. However, gamification research has been criticized for mostly focusing on game mechanics and related outcomes while paying little attention to the psychological processes that mediate the relationship between these mechanics and outcomes.…
Descriptors: Game Based Learning, Educational Games, Cooperative Learning, Competition
Peer reviewed Peer reviewed
Direct linkDirect link
Chu, Shih-Ting; Hwang, Gwo-Jen; Chien, Shu-Yun; Chang, Shao-Chen – British Journal of Educational Technology, 2023
In recent years, several studies have reported the potential of employing digital games in EFL (English as Foreign Language) courses to promote students' learning motivation. However, scholars have pointed out that students generally lack self-learning ability, which is the key to the success of learning a foreign language. Therefore, it is…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Games
Peer reviewed Peer reviewed
Direct linkDirect link
Sailer, Michael; Sailer, Maximilian – British Journal of Educational Technology, 2021
For higher education, the question of how in-class activities can be supported in large lectures is of great relevance. This paper suggests a gamified flipped classroom approach to address this challenge. In an experimental study, N = 205 educational science students performed either gamified in-class activities using a gamified quiz with points…
Descriptors: Higher Education, Game Based Learning, Educational Games, Class Activities
Peer reviewed Peer reviewed
Direct linkDirect link
Chang, Shao-Chen; Hsu, Ting-Chia; Kuo, Wei-Chen; Jong, Morris Siu-Yung – British Journal of Educational Technology, 2020
Science and technology are driving people's life changes, including education and the environment. Many scholars have attempted to import technology into the classroom to help students learn in different subjects. However, students often need assistance with unfamiliar learning approaches and learning environments. This study proposed a…
Descriptors: Computer Simulation, Elementary School Students, Children, Geology
Peer reviewed Peer reviewed
Direct linkDirect link
Hummel, Hans G. K.; Nadolski, Rob J.; Eshuis, Jannes; Slootmaker, Aad; Storm, Jeroen – British Journal of Educational Technology, 2021
Introductory Psychology courses in Higher Education lack application of knowledge in solving work-based problems. We develop and study mini-games that support a more active and experiential way of learning to increase professional awareness. This paper describes the instructional design and the factors under study: learner control and…
Descriptors: Educational Games, Game Based Learning, Introductory Courses, Psychology
Previous Page | Next Page »
Pages: 1  |  2  |  3  |  4