Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 3 |
| Since 2017 (last 10 years) | 4 |
| Since 2007 (last 20 years) | 4 |
Descriptor
| Game Based Learning | 4 |
| Inclusion | 4 |
| Student Motivation | 4 |
| Learner Engagement | 3 |
| Barriers | 2 |
| Foreign Countries | 2 |
| Student Attitudes | 2 |
| Technology Uses in Education | 2 |
| Adolescents | 1 |
| Adult Students | 1 |
| Children | 1 |
| More ▼ | |
Author
| Bolstad, Rachel | 1 |
| Cuong Huy Pham | 1 |
| Duyen Nguyen Thien Ngo | 1 |
| Joshua Wedlock | 1 |
| Junjie Shang | 1 |
| Leslee Francis Pelton | 1 |
| Lu Zhang | 1 |
| McDowall, Sue | 1 |
| Nick Wilson | 1 |
| Tim Pelton | 1 |
| Yue Lei | 1 |
| More ▼ | |
Publication Type
| Reports - Research | 4 |
| Journal Articles | 3 |
| Tests/Questionnaires | 1 |
Education Level
| Elementary Education | 2 |
| Adult Education | 1 |
| Early Childhood Education | 1 |
| Grade 3 | 1 |
| Grade 4 | 1 |
| Grade 5 | 1 |
| Higher Education | 1 |
| Intermediate Grades | 1 |
| Middle Schools | 1 |
| Postsecondary Education | 1 |
| Primary Education | 1 |
| More ▼ | |
Audience
Location
| New Zealand | 1 |
| Vietnam | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Cuong Huy Pham; Duyen Nguyen Thien Ngo – TESOL in Context, 2025
As adult learners may encounter various challenges and constraints in continued education, it is important to maintain their engagement and resilience in their academic pursuit. This article explores the role of gamification in fostering inclusivity for Vietnamese adult learners undertaking a second degree program in English linguistics. Drawing…
Descriptors: Foreign Countries, Gamification, Game Based Learning, Inclusion
Joshua Wedlock; Nick Wilson – TESOL in Context, 2024
Considering the need for pedagogically effective learning activities and materials to support language learning, particularly within teacher-led instruction, it is curious that at present there is no overarching, research-based framework available to educators to draw from when designing and implementing such activities and materials. To address…
Descriptors: Neurosciences, Educational Psychology, Second Language Learning, Learning Activities
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
Bolstad, Rachel; McDowall, Sue – New Zealand Council for Educational Research, 2019
This report discusses the potential of games to support learning, and what innovative game-based (or "gameful") learning and teaching practices can look like in a range of New Zealand school settings. Over 2 years, we undertook fieldwork in 14 schools, interviewed 21 teachers and more than 100 students ranging from Year 3 to Year 13. We…
Descriptors: Foreign Countries, Game Based Learning, Educational Innovation, Educational Practices

Peer reviewed
Direct link
