Publication Date
In 2025 | 1 |
Since 2024 | 2 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 4 |
Descriptor
Achievement Gains | 4 |
Game Based Learning | 4 |
Learner Engagement | 4 |
Student Motivation | 4 |
Computer Games | 2 |
Computer Simulation | 2 |
Educational Games | 2 |
Elementary School Students | 2 |
Instructional Effectiveness | 2 |
Self Efficacy | 2 |
Active Learning | 1 |
More ▼ |
Author
Chin-Huang Daniel Liao | 1 |
Hee Jin Bang | 1 |
John E. McEneaney | 1 |
Linlin Li | 1 |
Pedro Santos Bartolomé | 1 |
Tin-Chang Chang | 1 |
Tom Van Gerven | 1 |
Venny Gunawan | 1 |
Wen-Chi Vivian Wu | 1 |
Yong Zeng | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Reports - Evaluative | 1 |
Education Level
Elementary Education | 2 |
Early Childhood Education | 1 |
Grade 1 | 1 |
Grade 2 | 1 |
Higher Education | 1 |
Kindergarten | 1 |
Postsecondary Education | 1 |
Primary Education | 1 |
Audience
Location
Belgium | 1 |
California | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Pedro Santos Bartolomé; Tom Van Gerven – European Journal of Engineering Education, 2025
The authors develop an educational simulation game for basic vapour-liquid equilibrium (VLE) to use in chemical engineering education, basing the design on educational guidelines from the active learning literature. The game is tested in three cohorts totalling 84 students, showing significant increase in a knowledge test of VLE, and positive…
Descriptors: Foreign Countries, Undergraduate Students, Chemical Engineering, Computer Simulation
Yong Zeng; John E. McEneaney – Journal of Research Initiatives, 2022
This text presents an argument that competition, as a pedagogical design element, facilitates students' learning motivation in digital game-based learning environments (DGBLEs). Since competition has long been regarded as an adverse pedagogical element for fostering students' learning motivation, a considerable proportion of educators and…
Descriptors: Students, Game Based Learning, Computer Games, Educational Games
Chin-Huang Daniel Liao; Wen-Chi Vivian Wu; Venny Gunawan; Tin-Chang Chang – Asia-Pacific Education Researcher, 2024
This comparative study aimed to investigate the effects of an Augmented-Reality Game-Based Learning application, "StemUp," on the English learning performance and motivation of distinct rural and urban groups of young EFL (English as a Foreign Language) learners. Multiple sources of data collection were employed, including pre- and…
Descriptors: Game Based Learning, Physical Environment, Simulated Environment, Synthesis
Hee Jin Bang; Linlin Li – Age of Learning, Inc., 2020
An extensive body of empirical evidence shows that math skills at school entry are the strongest predictor of later academic success and educational attainment, but many children lack the opportunity to build the math skills needed for future success. Children who begin school with relatively low levels of math knowledge are at risk of falling…
Descriptors: Mathematics Skills, Elementary School Students, Program Effectiveness, Skill Development