Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 1 |
| Since 2017 (last 10 years) | 4 |
| Since 2007 (last 20 years) | 4 |
Descriptor
| Game Based Learning | 4 |
| Pretests Posttests | 4 |
| Undergraduate Students | 4 |
| Academic Achievement | 2 |
| Comparative Analysis | 2 |
| Computer Games | 2 |
| Foreign Countries | 2 |
| Instructional Effectiveness | 2 |
| Learning Experience | 2 |
| Outcomes of Education | 2 |
| Pilot Projects | 2 |
| More ▼ | |
Source
| Advances in Physiology… | 1 |
| Educational Technology &… | 1 |
| IEEE Transactions on Education | 1 |
| Journal of Educational… | 1 |
Author
| Alice M. Semenenko | 1 |
| Chis, Adriana E. | 1 |
| Frances M. MacMillan | 1 |
| Hew, Khe Foon | 1 |
| Huang, Biyun | 1 |
| Kang, Youngju | 1 |
| Muntean, Cristina Hava | 1 |
| Muntean, Gabriel-Miro | 1 |
| Ritzhaupt, Albert | 1 |
| Stephen M. Fitzjohn | 1 |
| Zhao, Dan | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 4 |
| Reports - Research | 4 |
Education Level
| Higher Education | 4 |
| Postsecondary Education | 4 |
Audience
Location
| Ireland (Dublin) | 1 |
| United Kingdom (England) | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Stephen M. Fitzjohn; Alice M. Semenenko; Frances M. MacMillan – Advances in Physiology Education, 2025
In response to a decline in the numeracy skills and confidence of first-year biomedical science undergraduate students, a series of quizzes was developed to encourage students to practice their numeracy skills with topic-related problems. The quizzes were created using existing tools in the online learning platform Blackboard (Blackboard, Inc.).…
Descriptors: Active Learning, Numeracy, Self Efficacy, Learning Management Systems
Kang, Youngju; Ritzhaupt, Albert – Journal of Educational Multimedia and Hypermedia, 2021
The purpose of this study was to investigate student motivation and achievement in music appreciation by comparing web-based and game-based online music learning environments. Undergraduate students (N = 132) from a public research university in the southeastern United States participated in the study. Based on the pretest-posttest control-group…
Descriptors: Game Based Learning, Electronic Learning, Music Appreciation, Student Motivation
Zhao, Dan; Muntean, Cristina Hava; Chis, Adriana E.; Muntean, Gabriel-Miro – IEEE Transactions on Education, 2021
Contribution: This research study deploys three serious games with various topics in an entry-level C Programming module and investigates students' learning outcomes. The study also explores whether learners belonging to different subgroups benefit more from the use of serious games than their peers. The subgroups are formed based on learner…
Descriptors: Programming, Programming Languages, Teaching Methods, Computer Games
Huang, Biyun; Hew, Khe Foon – Educational Technology & Society, 2021
A design-based study was conducted in iterative cycles to test the effectiveness of the updated goal-access-feedback-challenge-collaboration (updated-GAFCC) gamification design model. The test-bed was a 10-week undergraduate introductory information management course. Students from three consecutive school years participated in the study, with the…
Descriptors: Computer Games, Feedback (Response), Comparative Analysis, Undergraduate Students

Peer reviewed
Direct link
