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Ernesto Armando Pacheco-Velázquez; Virginia Rodés-Paragarino; Sergio Augusto Ramírez-Echeverri – Smart Learning Environments, 2025
The article discusses the efficacy of game-based learning (GBL) in logistics education, specifically through an empirical evaluation of the "Logistics Simulator LOST." Recognizing the complexities of evaluating serious games--interactive serious games platforms designed for educational, purpose--the article emphasizes the need for games…
Descriptors: Foreign Countries, Undergraduate Students, Engineering Education, Game Based Learning
Carolina Alcantar-Nieblas; Leonardo David Glasserman-Morales; Ernesto Armando Pacheco-Velazquez; Sergio Augusto Ramírez Echeverri – Journal of Applied Research in Higher Education, 2025
Purpose: The present study examined the psychometric properties of the EGame-flow scale in a Mexican sample, presenting evidence of construct validity (exploratory factor analysis and confirmatory factor analysis), reliability (Cronbach's alpha and McDonald's omega) and discriminant validity (mean variance extracted). Design/methodology/approach:…
Descriptors: Psychometrics, Test Validity, Test Reliability, Foreign Countries
Victor del Carmen Avendano Porras; Iris Alfonzo Albores; Sergio Andres Correal Cuervo – Turkish Online Journal of Distance Education, 2025
This research aimed to explore the dimensions and implications of the early use and integration of metaverses in public high schools in the region of the Altos de Chiapas, Mexico, through a sequential mixed methods approach. Initially, a standardized survey was administered to a stratified probabilistic sample of 1402 students from various schools…
Descriptors: Foreign Countries, Distance Education, Indigenous Populations, High School Students
Daniela Olea-Ibarra; Christian Hartmann; Maria Bannert – Journal of Computer Assisted Learning, 2025
Background: Enjoyment and epistemic emotions are essential in education as they drive learners to actively and persistently engage with learning material. Augmented Reality (hereinafter referred to as AR) is an emerging educational tool that offers unique opportunities for immersive learning experiences. By incorporating AR into the learning…
Descriptors: Psychological Patterns, Positive Attitudes, Computer Simulation, Active Learning