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Hsu, Ting-Chia; Chen, Mu-Sheng – Research and Practice in Technology Enhanced Learning, 2022
This research explored the creative thinking, learning achievement, and engagement of students when they integrated the application of the personal audio classifier (PAC) into the competition of a computational thinking (CT) board game (i.e., the experimental group), or did not integrate it into the competition but only collaborated with peers to…
Descriptors: Learner Engagement, Robotics, Games, Computation
Boudadi, Nadia Azzouz; Gutiérrez-Colón, Mar – The EUROCALL Review, 2020
This paper focuses on a fairly new motivational technique, the so-called Gamification, which consists of introducing game mechanics in non-game environments to promote motivation and engagement. By the turn of the 21rst century, Gamification took off in the business field and soon after became an attractive concept for researchers and…
Descriptors: Student Motivation, Learning Motivation, Databases, Meta Analysis
Pisano, Sergio – ProQuest LLC, 2018
The purpose of this research project was to explore students' gaming experiences in relationship to engagement and learning to expand our understanding of the essence of such experiences and produce valuable results for educators seeking to create a more student-centered learning environment, facilitate active learning, and increase students'…
Descriptors: College Students, Educational Games, Games, Student Experience
Luckin, Rosemary, Ed. – UCL IOE Press, 2018
The educational technology sector is growing fast, with schools, colleges and universities more than ever looking for the best ways to use technology in the classroom. At the same time, there is an increasing appetite for learning and teaching practices to be backed up by evidence. However, there are few resources that bring these two things…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Educational Research
Phillips, Vicki; Popovic, Zoran – Phi Delta Kappan, 2012
There is increasing evidence that games provide good learning environments, particularly in their ability to drive tenacity and intrinsic motivation, two key characteristics needed for student success. Advancing technology now enables games to also serve as assessments with real-time data that gives teachers the ability to have immediate…
Descriptors: Educational Technology, Motivation, Individualized Instruction, Games
Chen, Zhi-Hong; Liao, Calvin C. Y.; Cheng, Hercy N. H.; Yeh, Charles Y. C.; Chan, Tak-Wai – Educational Technology & Society, 2012
As a medium for learning, digital games provide promising possibilities to motivate and engage students in subject learning. In this study, a game-based learning system, My-Pet-My-Quest, is developed to support pupils' math learning. This is due to the fact that most students in Taiwan have relatively lower positive attitude towards math learning,…
Descriptors: Academic Achievement, Goal Orientation, Students, Foreign Countries
Charles, Marie-Therese; Bustard, David; Black, Michaela – Electronic Journal of e-Learning, 2009
Student engagement is crucial to the success of e-learning but is often difficult to achieve in practice. One significant factor is the quality of the learning content; also important, however, is the suitability of the process through which that material is studied. In recent years much research has been devoted to improving e-learning content…
Descriptors: Electronic Learning, Learner Engagement, Computers, Games
Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed.; Mascia, Maria Lidia, Ed. – International Association for Development of the Information Society, 2019
These proceedings contain the papers of the 16th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2019), held during November 7-9, 2019, which has been organized by the International Association for Development of the Information Society (IADIS) and co-organised by University Degli Studi di Cagliari, Italy.…
Descriptors: Teaching Methods, Cooperative Learning, Engineering Education, Critical Thinking
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2013
For the thirty-sixth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Anaheim, California. The Proceedings of AECT's Convention are published in two…
Descriptors: Educational Technology, Discussion Groups, Content Analysis, Games