skip to main content
Language:
Search Limited to: Search Limited to: Resource type Show Results with: Show Results with: Search type Index

Results 1 - 20 of 589  for All Library Resources

Results 1 2 3 4 5 next page
Show only
Refined by: subject: Foreign Countries remove
Result Number Material Type Add to My Shelf Action Record Details and Options
1
The Effect of Computer Game-Based Learning on FL Vocabulary Transferability
Material Type:
Article
Add to My Research

The Effect of Computer Game-Based Learning on FL Vocabulary Transferability

Educational Technology & Society, 2017-01, Vol.20 (1), p.123-133 [Peer Reviewed Journal]

COPYRIGHT 2017 International Forum of Educational Technology & Society ;COPYRIGHT 2017 International Forum of Educational Technology & Society ;2017. This work is published under https://creativecommons.org/licenses/by-nc-nd/3.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 1176-3647 ;ISSN: 1436-4522 ;EISSN: 1436-4522

Full text available

2
The research and evaluation of serious games: Toward a comprehensive methodology
Material Type:
Article
Add to My Research

The research and evaluation of serious games: Toward a comprehensive methodology

British journal of educational technology, 2014-05, Vol.45 (3), p.502-527 [Peer Reviewed Journal]

2013 British Educational Research Association ;ISSN: 0007-1013 ;EISSN: 1467-8535 ;DOI: 10.1111/bjet.12067 ;CODEN: BJETAH

Full text available

3
A Learning Style Perspective to Investigate the Necessity of Developing Adaptive Learning Systems
Material Type:
Article
Add to My Research

A Learning Style Perspective to Investigate the Necessity of Developing Adaptive Learning Systems

Educational technology & society, 2013-04, Vol.16 (2), p.188-197 [Peer Reviewed Journal]

Copyright 2013 by International Forum of Educational Technology & Society (IFETS) ;COPYRIGHT 2013 International Forum of Educational Technology & Society ;COPYRIGHT 2013 International Forum of Educational Technology & Society ;2013. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the associated terms available at https://www.j-ets.net/ETS/guide.html ;ISSN: 1176-3647 ;ISSN: 1436-4522 ;EISSN: 1436-4522

Full text available

4
Understanding Online Business Simulation Games: The Role of Flow Experience, Perceived Enjoyment and Personal Innovativeness
Material Type:
Article
Add to My Research

Understanding Online Business Simulation Games: The Role of Flow Experience, Perceived Enjoyment and Personal Innovativeness

Australasian Journal of Educational Technology, 2019-01, Vol.35 (3), p.71 [Peer Reviewed Journal]

ISSN: 1449-5554 ;ISSN: 1449-3098 ;EISSN: 1449-5554 ;DOI: 10.14742/ajet.3862

Full text available

5
The effect of educational computer games on students’ academic achievements and attitudes towards English lesson
Material Type:
Article
Add to My Research

The effect of educational computer games on students’ academic achievements and attitudes towards English lesson

Education and information technologies, 2020-11, Vol.25 (6), p.5339-5356 [Peer Reviewed Journal]

Springer Science+Business Media, LLC, part of Springer Nature 2020 ;COPYRIGHT 2020 Springer ;Springer Science+Business Media, LLC, part of Springer Nature 2020. ;ISSN: 1360-2357 ;EISSN: 1573-7608 ;DOI: 10.1007/s10639-020-10216-1

Full text available

6
A taxonomy of virtual worlds usage in education
Material Type:
Article
Add to My Research

A taxonomy of virtual worlds usage in education

British journal of educational technology, 2012-11, Vol.43 (6), p.949-964 [Peer Reviewed Journal]

2012 The Authors. British Journal of Educational Technology © 2012 BERA ;British Educational Research Association © 2012 BERA ;ISSN: 0007-1013 ;EISSN: 1467-8535 ;DOI: 10.1111/j.1467-8535.2011.01263.x ;CODEN: BJETAH

Full text available

7
An Evaluation of the Relationship Between Perceptions and Performance of Students in a Serious Game
Material Type:
Article
Add to My Research

An Evaluation of the Relationship Between Perceptions and Performance of Students in a Serious Game

Journal of educational computing research, 2022-04, Vol.60 (2), p.322-351 [Peer Reviewed Journal]

The Author(s) 2021 ;ISSN: 0735-6331 ;EISSN: 1541-4140 ;DOI: 10.1177/07356331211036989

Digital Resources/Online E-Resources

8
A Flipped Contextual Game Based Learning Approach to Enhancing EFL Students' English Business Writing Performance and Reflective Behaviors
Material Type:
Article
Add to My Research

A Flipped Contextual Game Based Learning Approach to Enhancing EFL Students' English Business Writing Performance and Reflective Behaviors

Educational Technology & Society, 2018-07, Vol.21 (3), p.117-131 [Peer Reviewed Journal]

COPYRIGHT 2018 International Forum of Educational Technology & Society ;COPYRIGHT 2018 International Forum of Educational Technology & Society ;2018. This work is published under https://creativecommons.org/licenses/by-nc-nd/3.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 1176-3647 ;ISSN: 1436-4522 ;EISSN: 1436-4522

Full text available

9
Active Learning Augmented Reality for STEAM Education—A Case Study
Material Type:
Article
Add to My Research

Active Learning Augmented Reality for STEAM Education—A Case Study

Education sciences, 2020-08, Vol.10 (8), p.198 [Peer Reviewed Journal]

COPYRIGHT 2020 MDPI AG ;2020. This work is licensed under http://creativecommons.org/licenses/by/3.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 2227-7102 ;EISSN: 2227-7102 ;DOI: 10.3390/educsci10080198

Full text available

10
Effects of Digital Game-Based Learning on Achievement, Flow and Overall Cognitive Load
Material Type:
Article
Add to My Research

Effects of Digital Game-Based Learning on Achievement, Flow and Overall Cognitive Load

Australasian Journal of Educational Technology, 2018-01, Vol.34 (4), p.155 [Peer Reviewed Journal]

ISSN: 1449-5554 ;ISSN: 1449-3098 ;EISSN: 1449-5554 ;DOI: 10.14742/ajet.2961

Full text available

11
Use of digital game based learning and gamification in secondary school science: The effect on student engagement, learning and gender difference
Material Type:
Article
Add to My Research

Use of digital game based learning and gamification in secondary school science: The effect on student engagement, learning and gender difference

Education and information technologies, 2017-11, Vol.22 (6), p.2767-2804 [Peer Reviewed Journal]

Springer Science+Business Media, LLC 2017 ;COPYRIGHT 2017 Springer ;Education and Information Technologies is a copyright of Springer, (2017). All Rights Reserved. ;ISSN: 1360-2357 ;EISSN: 1573-7608 ;DOI: 10.1007/s10639-017-9622-1

Full text available

12
Pre-school children creating and communicating with digital technologies in the home
Material Type:
Article
Add to My Research

Pre-school children creating and communicating with digital technologies in the home

British journal of educational technology, 2013-05, Vol.44 (3), p.421-431 [Peer Reviewed Journal]

2012 The Authors. British Journal of Educational Technology © 2012 BERA ;ISSN: 0007-1013 ;EISSN: 1467-8535 ;DOI: 10.1111/j.1467-8535.2012.01323.x ;CODEN: BJETAH

Full text available

13
Implementation of Game-transformed Inquiry-based Learning to Promote the Understanding of and Motivation to Learn Chemistry
Material Type:
Article
Add to My Research

Implementation of Game-transformed Inquiry-based Learning to Promote the Understanding of and Motivation to Learn Chemistry

Journal of science education and technology, 2019-04, Vol.28 (2), p.152-164 [Peer Reviewed Journal]

Springer Nature B.V. 2018 ;COPYRIGHT 2019 Springer ;Copyright Springer Nature B.V. 2019 ;ISSN: 1059-0145 ;EISSN: 1573-1839 ;DOI: 10.1007/s10956-018-9754-0

Full text available

14
Lecturer professional identities in gamification: a socio-material perspective
Material Type:
Article
Add to My Research

Lecturer professional identities in gamification: a socio-material perspective

Learning, media and technology, 2023-07, Vol.48 (3), p.476-492 [Peer Reviewed Journal]

2022 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group 2022 ;ISSN: 1743-9884 ;EISSN: 1743-9892 ;DOI: 10.1080/17439884.2022.2086569

Digital Resources/Online E-Resources

15
Digital Game-Based Learning of Information Literacy: Effects of Gameplay Modes on University Students' Learning Performance, Motivation, Self-Efficacy and Flow Experiences
Material Type:
Article
Add to My Research

Digital Game-Based Learning of Information Literacy: Effects of Gameplay Modes on University Students' Learning Performance, Motivation, Self-Efficacy and Flow Experiences

Australasian Journal of Educational Technology, 2021-01, Vol.37 (2), p.152-170 [Peer Reviewed Journal]

2021. This work is published under https://creativecommons.org/licenses/by-nc-nd/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 1449-5554 ;ISSN: 1449-3098 ;EISSN: 1449-5554 ;DOI: 10.14742/ajet.6682

Full text available

16
Exploring the use of technology among newly arrived children in Hong Kong: from an e-sports and cultural capital perspective
Material Type:
Article
Add to My Research

Exploring the use of technology among newly arrived children in Hong Kong: from an e-sports and cultural capital perspective

Educational technology research and development, 2022-10, Vol.70 (5), p.1931-1949 [Peer Reviewed Journal]

Association for Educational Communications and Technology 2022 ;COPYRIGHT 2022 Springer ;Association for Educational Communications and Technology 2022. ;ISSN: 1042-1629 ;EISSN: 1556-6501 ;DOI: 10.1007/s11423-022-10130-y

Full text available

17
An experimental study on the effects of a simulation game on students’ clinical cognitive skills and motivation
Material Type:
Article
Add to My Research

An experimental study on the effects of a simulation game on students’ clinical cognitive skills and motivation

Advances in health sciences education : theory and practice, 2016-08, Vol.21 (3), p.505-521 [Peer Reviewed Journal]

The Author(s) 2015 ;Advances in Health Sciences Education is a copyright of Springer, (2015). All Rights Reserved. © 2015. This work is published under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 1382-4996 ;EISSN: 1573-1677 ;DOI: 10.1007/s10459-015-9641-x ;PMID: 26433730

Full text available

18
Impact of gender and prior knowledge on learning performance and motivation in a digital game-based learning biology course
Material Type:
Article
Add to My Research

Impact of gender and prior knowledge on learning performance and motivation in a digital game-based learning biology course

Educational technology research and development, 2022-06, Vol.70 (3), p.989-1008 [Peer Reviewed Journal]

Association for Educational Communications and Technology 2022 ;COPYRIGHT 2022 Springer ;Association for Educational Communications and Technology 2022. ;ISSN: 1042-1629 ;EISSN: 1556-6501 ;DOI: 10.1007/s11423-022-10099-8

Full text available

19
Educational Computer Game for Earthquake
Material Type:
Article
Add to My Research

Educational Computer Game for Earthquake

Journal of learning and teaching in digital age, 2022, Vol.7 (1), p.99 [Peer Reviewed Journal]

ISSN: 2458-8350 ;EISSN: 2458-8350

Full text available

20
The Comparison of Solitary and Collaborative Modes of Game-based Learning on Students' Science Learning and Motivation
Material Type:
Article
Add to My Research

The Comparison of Solitary and Collaborative Modes of Game-based Learning on Students' Science Learning and Motivation

Educational technology & society, 2015-04, Vol.18 (2), p.237-248 [Peer Reviewed Journal]

Copyright 2015 by International Forum of Educational Technology & Society (IFETS) ;COPYRIGHT 2015 International Forum of Educational Technology & Society ;COPYRIGHT 2015 International Forum of Educational Technology & Society ;2015. This work is published under https://creativecommons.org/licenses/by-nc-nd/3.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 1176-3647 ;ISSN: 1436-4522 ;EISSN: 1436-4522

Full text available

Results 1 - 20 of 589  for All Library Resources

Results 1 2 3 4 5 next page

Personalize your results

  1. Edit

Refine Search Results

Expand My Results

  1.   

Show only

  1. Peer-reviewed Journals (359)

Refine My Results

Creation Date 

From To
  1. Before 1998  (9)
  2. 1998 To 2003  (8)
  3. 2004 To 2009  (22)
  4. 2010 To 2016  (199)
  5. After 2016  (351)
  6. More options open sub menu

Language 

  1. Japanese  (7)
  2. Norwegian  (4)
  3. German  (3)
  4. Portuguese  (1)
  5. Chinese  (1)
  6. Turkish  (1)
  7. Malay  (1)
  8. More options open sub menu

Searching Remote Databases, Please Wait