Publication Date
In 2025 | 0 |
Since 2024 | 2 |
Since 2021 (last 5 years) | 11 |
Since 2016 (last 10 years) | 14 |
Since 2006 (last 20 years) | 15 |
Descriptor
Source
Author
Publication Type
Journal Articles | 11 |
Reports - Research | 10 |
Collected Works - Proceedings | 2 |
Reports - Descriptive | 2 |
Information Analyses | 1 |
Speeches/Meeting Papers | 1 |
Tests/Questionnaires | 1 |
Education Level
Audience
Location
Europe | 15 |
Asia | 3 |
North America | 2 |
United States | 2 |
Africa | 1 |
Australia | 1 |
Austria | 1 |
Brazil | 1 |
Canada | 1 |
Colombia | 1 |
Czech Republic | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Motivated Strategies for… | 1 |
Trends in International… | 1 |
What Works Clearinghouse Rating
Mads Paludan Goddiksen; Aurélien Allard; Anna Catharina Vieira Armond; Christine Clavien; Hillar Loor; Céline Schöpfer; Orsolya Varga; Mikkel Willum Johansen – International Journal for Educational Integrity, 2024
In this paper, we introduce "Integrity Games" (https://integgame.eu/)--a freely available, gamified online teaching tool on academic integrity. In addition, we present results from a randomized controlled experiment measuring the learning outcomes from playing "Integrity Games." "Integrity Games" engages students in…
Descriptors: Game Based Learning, Educational Technology, Integrity, Cheating
Hans G. K. Hummel; Aad Slootmaker; Jeroen Storm – Interactive Learning Environments, 2023
Entrepreneurship is crucial for economic growth and employment, but conventional didactical approaches appear ineffective. Effective approaches should include experiential learning from real problems. The serious game under study was developed in the context of entrepreneurship training for construction workers (at European Quality Framework…
Descriptors: Educational Games, Entrepreneurship, Construction Industry, Instructional Design
Lincenberg, Jordan; Eynon, Rebecca – Review of Education, Pedagogy & Cultural Studies, 2023
The use of video games in schools is not new. However, classroom use of video games may be poised for a dramatic shift as billion dollar video game franchises such as "Assassin's Creed" and "Minecraft" continue to invest in features aimed at facilitating the use of these games for education (Egbert & Borysenko, 2018;…
Descriptors: Video Games, Teacher Role, Personal Autonomy, Game Based Learning
Imge Akcakaya Waite; Aysegul Akcay Kavakoglu; Lacramioara Diana Robescu; Diana Mariana Cocarta; Liana Ioana Vuta – International Journal of Sustainability in Higher Education, 2024
Purpose: This study aims to enhance integration of game-based learning (GBL) as a tool for conveying intricate circular economy (CE) concepts effectively into international and interdisciplinary higher education collaborations for the development of sustainable communities. Design/methodology/approach: A series of game-based workshops by the…
Descriptors: Game Based Learning, Educational Cooperation, Interdisciplinary Approach, Foreign Countries
Yu, Qing; Yu, Kun – Journal of Educational Computing Research, 2023
Body movements are regarded as part of the learning process. With the evolution of motion-sensing technology (MST) (e.g., Kinect, Xtion Pro, and Leap Motion), educational researchers try to explore the effect of MST on learning. However, the effect of MST on learning performance is still unclear. This is the first meta-analysis that aims to…
Descriptors: Human Body, Motion, Information Technology, Computer Software
Aranguren, Patricia; Sánchez, Daniel; Casi, Álvaro; Araiz, Miguel; Catalán, Leyre – Journal of Technology and Science Education, 2022
The nowadays European educational framework boosts applying the learned theoretical concepts to real situations. Hence, practice sessions are key resources to present students direct applications of the theoretical concepts shown in class. Thus, developing new educational equipment and practice sessions oriented to bringing theoretical knowledge…
Descriptors: Foreign Countries, Game Based Learning, Educational Games, Educational Equipment
García-Álvarez, Amanda; Serradell-López, Enric – Research on Education and Media, 2022
This article presents a research work that is aimed at developing a gamified system and a questionnaire to analyse, in a subsequent phase, how the motivation of university students of Spanish as a second language changes in a gamification context. The article is part of the data-collection phase for a doctoral thesis. Here, we discuss the…
Descriptors: Spanish, Second Language Learning, Second Language Instruction, Learning Motivation
Langenhagen, Julian – International Educational Data Mining Society, 2022
Although badges are among the most-used game elements in gamified education, studies about their optimal features to motivate learning are scarce. How should a badge be designed to represent an incentive for a specific goal like optimal exam preparation? This study examines usage data of a higher education learning app to determine whether the…
Descriptors: Data Analysis, Goal Orientation, Computer Software, Game Based Learning
Schaffernak, Harald; Moesl, Birgit; Vorraber, Wolfgang; Koglbauer, Ioana Victoria – Education Sciences, 2020
The goal of carrying out this work was to identify potential application areas for augmented reality (AR) in pilot education by addressing gender preferences. Like the field of engineering, the aviation industry is dominated by men. Because the aviation industry forecasts a high demand for pilots, it is highly desirable to address gender diversity…
Descriptors: Simulated Environment, Physical Environment, Synthesis, Computer Simulation
Yig, Katibe Gizem; Sezgin, Sezan – Journal of Educational Technology and Online Learning, 2021
This paper presents an explorative holistic analysis of digitally-constructed gamification processes in mathematics education. The main aim of this study is to identify the key issues, intentions and trends by examining peer-reviewed publications using a combination of social network analysis (SNA), computerized lexical analysis and content…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Technology, Technology Uses in Education
Laranjeiro, Dionísia – Education Sciences, 2021
Recent studies indicate tablets as the preferred devices of preschool children, due to portability, autonomy of use and variety of apps. There is also extensive evidence of the contributions of digital technologies in different areas of learning at these ages. The Aprender XXI project aimed to develop game-based learning apps, with content…
Descriptors: Telecommunications, Handheld Devices, Computer Software, Computer Games
OECD Publishing, 2019
Playful experiences provide us with the opportunity to engage with others and learn in enjoyable ways. Recognising and building on the power of playfulness and play can be a way to support more meaningful educational experiences for all, life-wide and lifelong. This "Trends Shaping Education Spotlight" touches on gamification as a…
Descriptors: Play, Teaching Methods, Well Being, Young Children
Camilleri, Mark Anthony; Camilleri, Adriana Caterina – Interactive Technology and Smart Education, 2019
Purpose: A relevant literature review suggests that today's children are increasingly immersing themselves in ubiquitous technologies, including interactive media and digital games. Therefore, this paper aims to investigate the primary school students' intrinsic and extrinsic motivations toward learning via gameplay through their mobile devices,…
Descriptors: Telecommunications, Handheld Devices, Technology Uses in Education, Elementary School Students
Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2022
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. The "EdMedia + Innovate Learning" conference took place in New York,…
Descriptors: Educational Technology, Flipped Classroom, Online Courses, Student Projects
Herrington, Jan, Ed.; Viteli, Jarmo, Ed.; Leikmaa, Marianna, Ed. – Association for the Advancement of Computing in Education, 2014
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "EdMedia 2014: World Conference on Educational Multimedia &…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Internet