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Showing all 14 results Save | Export
Dennis James Hoyer – ProQuest LLC, 2021
Participation in drinking games has been identified as one specific alcohol-related context linked to increased risk among college students. Despite advances in drinking game research, questions remain about the different types of individuals at risk from participating. The current study utilized latent class analysis to classify individuals based…
Descriptors: College Students, Drinking, Games, Risk
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Ragad M. Tawafak; Liqaa Habeb Al-Obaydi; Blanka Klimova; Marcel Pikhart – Contemporary Educational Technology, 2023
This abstract presents a research study that investigates the effects of technology integration (TI) through digital gameplay on English as a foreign language (EFL) college students' behavior intention. The study employs a mixed-methods research design, combining quantitative and qualitative data collection and analysis methods. The quantitative…
Descriptors: Technology Integration, English (Second Language), Second Language Instruction, College Students
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Heinzen, Thomas E.; Ivezaj, Stephanie – Journal of Applied Testing Technology, 2019
The hallmark of a well-designed game is player persistence -- the same characteristic professors hope to cultivate in their students, especially in the face of the student retention crisis. The four studies reported here include an archival study, a focus group, and two experiments. They each test a minor game mechanic that may have a small but…
Descriptors: Student Motivation, Student Attitudes, Negative Attitudes, Games
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Obedzinski, Kaitlyn; Edgerton, Jason D.; Roberts, Lance W. – College Student Journal, 2019
This study investigates some of the motivational and behavioral correlates of problem gambling behaviours in a Canadian university sample of emerging adults. This transitional developmental stage presents many new opportunities and challenges that may strain emerging adults' coping capacities, and is typically characterized by heightened tolerance…
Descriptors: Addictive Behavior, Games, Probability, Risk
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
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Dominguez, Adrian; Saenz-de-Navarrete, Joseba; de-Marcos, Luis; Fernandez-Sanz, Luis; Pages, Carmen; Martinez-Herraiz, Jose-Javier – Computers & Education, 2013
Gamification is the use of game design elements and game mechanics in non-game contexts. This idea has been used successfully in many web based businesses to increase user engagement. Some researchers suggest that it could also be used in web based education as a tool to increase student motivation and engagement. In an attempt to verify those…
Descriptors: Games, Web Based Instruction, Electronic Learning, College Students
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Frost, Raymond D.; Matta, Vic; MacIvor, Erin – Journal of Information Systems Education, 2015
The goal of the study was to see if gamification of a Learning Management System (LMS) would increase a number of desirable outcomes: student interest, motivation, satisfaction, student learning and perception of pedagogical affect. These constructs were measured in a survey, except for learning, which was measured by grades. Gamification of the…
Descriptors: Integrated Learning Systems, Games, Student Interests, Student Motivation
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Witte, Anne E. – Business and Professional Communication Quarterly, 2014
One business school addressed the "zeitgeist" of the financial crisis by introducing in its inaugural seminar the cultural and ethical values too often absent from the types of transactions students are trained to manage. Drawing from cross-cultural and communication studies, the author tested "serious games"--cultural…
Descriptors: Business Administration Education, Seminars, Games, Cooperation
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Shadiev, Rustam; Hwang, Wu-Yuin; Huang, Yueh-Min – Australasian Journal of Educational Technology, 2015
This study investigated three aspects: how project-based collaborative learning facilitates cross-cultural understanding; how students perceive project-based collaborative learning implementation in a collaborative cyber community (3C) online environment; and what types of communication among students are used. A qualitative case study approach…
Descriptors: Cooperative Learning, Student Projects, Intercultural Communication, Student Attitudes
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Mellers, Barbara A.; Haselhuhn, Michael P.; Tetlock, Philip E.; Silva, Jose C.; Isen, Alice M. – Journal of Experimental Psychology: General, 2010
Social scientists often rely on economic experiments such as ultimatum and dictator games to understand human cooperation. Systematic deviations from economic predictions have inspired broader conceptions of self-interest that incorporate concerns for fairness. Yet no framework can describe all of the major results. We take a different approach by…
Descriptors: Prediction, Economics, Games, Ethics
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Whitton, Nicola – Simulation & Gaming, 2011
One of the benefits of computer game-based learning is the ability of certain types of game to engage and motivate learners. However, theories of learning and engagement, particularly in the sphere of higher education, typically fail to consider gaming engagement theory. In this article, the author examines the principles of engagement from games…
Descriptors: Foreign Countries, Computers, Games, Computer Assisted Instruction
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Griffin, Rachel Alicia; Jackson, Noell Ross – Communication Teacher, 2011
Today, more than ever before, college educators are being asked to address diversity issues and to teach in ways that foster self-reflexivity and social consciousness. As the world becomes increasingly diverse at the intersections of age, gender, sexual orientation, class, region, religion, race, ethnicity, ability, and nationality, students need…
Descriptors: Higher Education, College Students, Communication Skills, Cultural Pluralism
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Tew, Allison Elliott; Dorn, Brian; Leahy, William D., Jr.; Guzdial, Mark – Journal on Educational Resources in Computing, 2008
The ubiquity of personal computational devices in the lives of today's students presents a meaningful context for courses in computer organization beyond the general-purpose or imaginary processors routinely used. This article presents results of a comparative study examining student performance in a conventional organization course and in one…
Descriptors: Comparative Analysis, Courses, College Students, Games
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Wagner, Christian – Journal of Information Systems Education, 2008
Virtual worlds create a new opportunity to enrich the educational experience through media-rich immersive learning. Virtual worlds have gained notoriety in games such as World of Warcraft (WoW), which has become the most successful online game ever, and in "general purpose" worlds, such as Second Life (SL), whose participation levels (more than 10…
Descriptors: Computer Uses in Education, Educational Technology, Student Motivation, Learning Experience