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Alexander, James A.; Cruz, Laura E.; Torrence, Michael L. – IDEA Center, Inc., 2019
"Gamification" is often (incorrectly) assumed to mean using games in the classroom, but its primary purpose is to integrate differentiated strategies of motivation and engagement into a number of activities, including teaching and learning. The authors synthesize research and practice in the field of gamification (also called gamified,…
Descriptors: Learner Engagement, Student Motivation, Games, Learning Activities
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Kaufmann, Daniel A. – Journal of Instructional Research, 2018
This article presents a reflective account of how gamification can help students overcome complex academic challenges, such as those involved in the dissertation process and other elements of higher learning. Gamification has been shown across multiple levels of academic instruction to have a positive impact on task completion by augmenting the…
Descriptors: Educational Benefits, Games, Online Courses, Electronic Learning
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Hosseini, Hadi; Hartt, Maxwell; Mostafapour, Mehrnaz – ACM Transactions on Computing Education, 2019
Game-based learning has received significant attention in educational pedagogy as an effective way of increasing student motivation and engagement. The majority of the work in this area has been focused on digital games or games involving technology. We focus on the use of traditional game design in improving student engagement and perception of…
Descriptors: Game Based Learning, Computer Science Education, Learner Engagement, Higher Education
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Farrel, Dorothy; Ray, Kateri; Rich, Telvis; Suarez, Zulema; Christenson, Brian; Jennigs, Lisa – Journal of Teaching in Social Work, 2018
With an increase in social work courses being offered in online and hybrid formats, it is imperative that social work programs understand the new teaching tenets and engagement mediums employed to meet the new Council on Social Work Education's Educational Policy and Accreditation Standards. This meta-analysis explores best-practices pedagogy for…
Descriptors: Meta Analysis, Social Work, Online Courses, Learner Engagement
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Buell, Duncan A.; Cooley, Heidi Rae – Bulletin of Science, Technology & Society, 2012
Over the past 3 years, the authors have pursued unique cross-college collaboration. They have hosted a National Endowment for the Humanities (NEH)-funded Humanities Gaming Institute and team-taught a cross-listed course that brought together students from the humanities and computer science. Currently, they are overseeing the development of an…
Descriptors: Computer Science, Public Policy, Social History, History
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Fotaris, Panagiotis; Mastoras, Theodoros; Leinfellner, Richard; Rosunally, Yasmine – Electronic Journal of e-Learning, 2016
Conventional taught learning practices often experience difficulties in keeping students motivated and engaged. Video games, however, are very successful at sustaining high levels of motivation and engagement through a set of tasks for hours without apparent loss of focus. In addition, gamers solve complex problems within a gaming environment…
Descriptors: Programming, Teaching Methods, Learner Engagement, Incentives
Harris, Christopher – School Library Journal, 2010
If one wants to learn about the role that games play in education, then the University of Wisconsin at Madison is the place to go. It's home to the Games, Learning, and Society Initiative and its current director Dr. Kurt Squire. In this interview, Squire talks about his research and how libraries can embrace gaming as a tool for learning.
Descriptors: Librarians, School Libraries, Higher Education, Partnerships in Education
Association Supporting Computer Users in Education, 2019
The Association Supporting Computer Users in Education (ASCUE) is a group of people interested in small college computing issues. It is a blend of people from all over the country who use computers in their teaching, academic support, and administrative support functions. Begun in 1968 as the College and University Eleven-Thirty Users' Group…
Descriptors: Small Colleges, Computer Uses in Education, Educational Technology, Open Educational Resources
O'Mahony, Catherine, Ed.; Buchanan, Avril, Ed.; O'Rourke, Mary, Ed.; Higgs, Bettie, Ed. – National Academy for Integration of Research, Teaching and Learning, 2014
The 6th Annual Conference of the National Academy for the Integration of Research, Teaching and Learning (NAIRTL) and the 4th Biennial Threshold Concepts Conference was held at Trinity College Dublin, Ireland, on June 27-29, 2012. The NAIRTL is a collaborative initiative between University College Cork, Cork Institute of Technology, National…
Descriptors: Fundamental Concepts, Higher Education, College Instruction, Learner Engagement
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Clark, Kevin; Sheridan, Kimberly – Journal of Educational Multimedia and Hypermedia, 2010
The findings from an after-school program entitled Game Design through Mentoring and Collaboration (GDMC) funded by the National Science Foundation's Innovative Technology Experiences for Students and Teachers (ITEST) program. A total of 139 middle and high schools students in the Washington, D.C. metropolitan area to learn the basics of…
Descriptors: Mentors, After School Programs, Cooperation, Programming
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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
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Russell, William Benedict, III, Ed. – International Society for the Social Studies, 2010
The "ISSS Annual Conference Proceedings" is a peer-reviewed professional publication published once a year following the annual conference. (Individual papers contain references.) [For the 2009 proceedings, see ED504973.]
Descriptors: Social Studies, Proverbs, Social Justice, Global Approach