Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 2 |
| Since 2017 (last 10 years) | 2 |
| Since 2007 (last 20 years) | 2 |
Descriptor
| Game Based Learning | 2 |
| Video Games | 2 |
| Design | 1 |
| Electronic Learning | 1 |
| Graduate Students | 1 |
| Mathematics Education | 1 |
| Models | 1 |
| Psychomotor Skills | 1 |
| Sensory Integration | 1 |
| Social Sciences | 1 |
| Student Attitudes | 1 |
| More ▼ | |
Source
| Smart Learning Environments | 2 |
Author
| Garofalakis, John | 1 |
| Leonardou, Angeliki | 1 |
| Panagiotarou, Aliki | 1 |
| Rigou, Maria | 1 |
| Shadiev, Rustam | 1 |
| Wang, Wei | 1 |
| Wang, Wenjing | 1 |
Publication Type
| Journal Articles | 2 |
| Reports - Research | 2 |
| Tests/Questionnaires | 1 |
Education Level
| Higher Education | 1 |
| Postsecondary Education | 1 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Leonardou, Angeliki; Rigou, Maria; Panagiotarou, Aliki; Garofalakis, John – Smart Learning Environments, 2022
The primary question of this study is whether OLM and OSLM mechanisms, when used in a digital game, offer higher motivation. Furthermore, the study investigates whether a game's aesthetics and mechanics support players' intrinsic motivation. Both claims are tested through the design, implementation and pilot use of the Multiplication Game (MG). MG…
Descriptors: Game Based Learning, Student Motivation, Student Attitudes, Video Games
Wang, Wei; Wang, Wenjing; Shadiev, Rustam – Smart Learning Environments, 2022
To support trainings for static balance ability improvement, in this study, we developed a somatosensory-based feedback system (SFS) using Kinect technology. Three training tasks such as knees crouch, rotating upper body and rotating upper body with a ball in hands were designed according to the static balance ability training method. Forty-four…
Descriptors: Sensory Integration, Psychomotor Skills, Technology Uses in Education, Video Games

Peer reviewed
Direct link
