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Zhenyu Fan; Loo-See Beh – Journal of Professional Capital and Community, 2024
Purpose: Knowledge sharing is pivotal for the professional development among academics in higher education. However, little research has focused on understanding both the positive and negative facets of organizational climate in relation to knowledge sharing among academics. Based on the theory of planned behavior, this study aims to examine the…
Descriptors: Organizational Climate, Faculty, Knowledge Management, Communities of Practice
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Luo, Zhanni – Education and Information Technologies, 2022
Gamification refers to the use of game-design elements or mechanisms in non-game contexts to promote the expected behaviours. Though theoretically promising, empirical studies reported mixed results as to the effectiveness of gamification in educational practices. To understand this issue better, this author selected 44 articles on the topic of…
Descriptors: Game Based Learning, Program Effectiveness, Educational Games, Computer Games
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Abrahamsen, Frank E.; Chroni, Stiliani – Roeper Review, 2021
In a qualitative study, we examined experiences from six Olympic coaches from medal winning sports in Norway. We sampled these coaches purposefully based on their athlete and sport development, results, and longevity as national team coaches. The semistructured interviews focused on these coaches' experiences and strategies, identifying a series…
Descriptors: Persistence, Achievement, Athletic Coaches, Athletics
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Meriläinen, Mikko – International Journal of Game-Based Learning, 2019
Game jams are accelerated game creation events usually taking place over the course of a short time period. A variety of learning outcomes from game jamming has been discussed in previous research, with learning being a common motivation for attending game jams. Despite this, there has been little research into the psychological mechanisms driving…
Descriptors: Novices, Learning Experience, Games, Competition
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Liu, Yi Chun; Wang, Wei-Tsong; Lee, Tzu-Lien – Journal of Educational Computing Research, 2021
Critical factors that influence the value of digital game-based learning (DGBL) for enhancing learning effectiveness remain debatable. Based on the self-determination theory (SDT), people can be autonomously motivated to adopt DGBL to enhance learning effectiveness if their basic psychological needs are satisfied. Additionally, studies that…
Descriptors: Computer Games, Educational Games, Game Based Learning, Feedback (Response)