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Application of the Educational Game to Enhance Student Learning
Siu Yin Cheung
*
, Kai Yin Ng
*
Corresponding author for this work
Research output
:
Contribution to journal
›
Journal article
›
peer-review
63
Citations (Scopus)
Overview
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Dive into the research topics of 'Application of the Educational Game to Enhance Student Learning'. Together they form a unique fingerprint.
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Keyphrases
Student Learning
100%
Educational Games
100%
Final Examination
100%
Multiple Choice Questions
66%
Regression Analysis
33%
Popular
33%
Physical Education
33%
Learning Methods
33%
Student Perceptions
33%
Mobile Devices
33%
Mixed Methodology
33%
College Students
33%
Learning Experience
33%
Development Course
33%
Student Learning Outcomes
33%
Learning Content
33%
Participation Motivation
33%
Learning Course
33%
Student Experience
33%
Traditional Learning
33%
Motor Learning
33%
Applied Knowledge
33%
Tablet Device
33%
Physical Recreation
33%
Computer Devices
33%
Gamification
33%
Reward-based
33%
Gamified Learning
33%
Education Management
33%
Women Age
33%
Motor Development
33%
Educational Computer Games
33%
Learning Effectiveness
33%
Qualitative Mixed Methods
33%
Recreation Management
33%
Social Sciences
Student Learning
100%
Educational Game
100%
Learning Experiences
66%
Multiple Choice Test
66%
Gamification
66%
University Students
33%
Learning Method
33%
Physical Education
33%
Psychology
Educational Game
100%
Gamification
66%
Physical Education
33%
Mixed Methods
33%
College Students
33%
Regression Analysis
33%
Recreation
33%
Mobile Device
33%
Self-Learning
33%
Computer Game
33%
Economics, Econometrics and Finance
Student Learning
100%
Learning Outcome
33%
Learning Experience
33%
Mixed-Methods
33%