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Barclay, Paul A.; Bowers, Clint – International Journal of Game-Based Learning, 2018
Serious Educational Video Games (SEGs) play a large role in education for both children and adults. However, the budget for SEGs is typically lower than traditional entertainment video games, bringing with it the need to optimize the learning experience. This article looks at the role game immersion plays in improving learning outcomes, using the…
Descriptors: Educational Games, Video Games, Learner Engagement, Outcomes of Education
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Addie, Yewande O.; Strekalova, Yulia A. Levites; Pufahl, Jeffrey – Health Education Journal, 2021
Background: Edutainment has long been used as a strategy in health promotion and public health wellness interventions. In March 2019, a large US southeastern university hosted a multimodal theatrical production entitled From Colored to Black (FCTB). The play used a historical lens to broadly address social determinants of health such as…
Descriptors: Wellness, African American Community, Health Promotion, Public Health
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers