NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 6 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Khaled Alhasan; Khawla Alhasan; Samaa Alhashimi – International Journal of Game-Based Learning, 2025
This qualitative case study aims to enhance the acceptance and adoption of gamification in higher education, focusing on the American University of Bahrain (AUBH) as a unique context. Grounded in the Unified Theory of Acceptance and Use of Technology (UTAUT), this research investigates the integration of gamification in AUBH and its influencing…
Descriptors: Gamification, Higher Education, Technology Integration, Foreign Countries
Peer reviewed Peer reviewed
Direct linkDirect link
Nurah S. Alfares – International Journal of Game-Based Learning, 2025
Vocabulary is crucial for mastering English as a Foreign Language (EFL) skills. Digital Game-Based Learning (DGBL) platforms like Wordwall can enhance active learning by providing multiple-choice, missing, and matching words. The current study aimed to addresses the impact of the Wordwall platform on EFL learners in Saudi Arabia. This study…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Vocabulary Development
Peer reviewed Peer reviewed
Direct linkDirect link
DeArmond, Marc C.; Shelton, Brett E.; Hsu, Yu-Chang – International Journal of Game-Based Learning, 2022
While some research suggests South Korea has fallen behind other developed nations with regard to publishing and using serious games in the classroom, Korean interest in video games remains extremely high. Due to a number of cultural, social, and technological factors, esports was primed to become a significant force in Korean culture and received…
Descriptors: Foreign Countries, Educational Games, Teaching Methods, Educational Technology
Peer reviewed Peer reviewed
Direct linkDirect link
Ieva Gintere; Emmanouel Rovithis; Ágnes Karolina Bakk; Alvis Misjuns – International Journal of Game-Based Learning, 2024
The study presents the authors' research for the purpose of designing ImGame, a virtual environment inviting users to playfully learn about the concept of immersion and its historical antecedents. The authors describe ImGame's current pre-production stage and examine the basic characteristics of the feeling of immersion. They intend to deepen the…
Descriptors: Computer Simulation, Creativity, Educational Technology, Interdisciplinary Approach
Peer reviewed Peer reviewed
Direct linkDirect link
Stancin, Kristian; Hoic-Bozic, Natasa; Skocic Mihic, Sanja – International Journal of Game-Based Learning, 2022
An individual approach to learning is very important forstudents with disabilities. Teaching based on games enables certain educational content to be introduced to studentsin a suitable and understandable way. The aim of this paper is to identify important characteristics digital educational games should have to be playable by students with…
Descriptors: Foreign Countries, Special Education Teachers, Educational Technology, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Nguyen, Huy Anh; Hou, Xinying; Richey, J. Elizabeth; McLaren, Bruce M. – International Journal of Game-Based Learning, 2022
There is an established gender gap in middle school math education, where female students report higher anxiety and lower engagement, which negatively impact their performance and even long-term career choices. This work investigates the role of digital learning games in addressing this issue by studying Decimal Point, a math game that teaches…
Descriptors: Gender Differences, Middle School Students, Educational Games, Mathematics Instruction