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Xiao-Li Zheng; Yun-Fang Tu; Gwo-Jen Hwang; Jue Yu; Yuan-Bo Huang – Educational Technology Research and Development, 2024
Researchers have indicated the importance of engaging learners in self-regulated learning (SRL) states when situated in game-based learning contexts; however, it remains a challenge for both educational and educational technology researchers to effectively integrate both. To this end, this study investigated how SRL strategies are interwoven with…
Descriptors: Independent Study, Game Based Learning, Higher Education, Publications
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Hobbs, Laura; Behenna, Sarah – Primary Science, 2023
This article discusses how the authors' 'Science Hunters' suite of projects uses the computer game Minecraft to engage children, particularly those from underrepresented groups, with STEM. Delivered by environmental scientists, Science Hunters projects link to the United Nations' Sustainable Development Goals (SDGs) through offering inclusive…
Descriptors: Learner Engagement, Disproportionate Representation, STEM Education, Video Games
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Jiahong Su; Kai Guo; Xinyu Chen; Samuel Kai Wah Chu – Interactive Learning Environments, 2024
The teaching of artificial intelligence (AI) has increasingly become a topic of investigation among educational researchers. Studies of AI education have predominantly focused on the university level; less attention has been paid to teaching AI in K-12 classrooms. This study synthesised empirical studies on K-12 AI education, with the aims of…
Descriptors: Artificial Intelligence, Computer Science Education, Elementary Secondary Education, Teaching Methods
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Rubén Camacho-Sánchez; Jorge Serna Bardavío; Aaron Rillo-Albert; Pere Lavega-Burgués – Interactive Learning Environments, 2024
This study assessed the effects of an educational intervention grounded in gamified game-based learning on attention, relevance, confidence, satisfaction, intrinsic and extrinsic motivation, as well as academic performance, utilizing the ARCS motivational design model. This study involved 384 undergraduates across three physical activity and sport…
Descriptors: Learning Motivation, Academic Achievement, Gamification, Game Based Learning
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Maharjan, Namita; Kuroda, Kyohei; Silwal, Gunjan; Toyama, Shigehiro; Ominato, Yoshihiro; Tsuchida, Yasuko; Araki, Nobuo; Yamaguchi, Takashi; Ichitsubo, Makoto – Journal of Technology and Science Education, 2022
Education on sustainable education (ESD) is gaining momentum to ensure that SDGs are met by 2030. The educational institutions have significant role in fostering ESD. However, there is lack of educational resources to be used for ESD. Particularly, teaching the concept of SDGs needs an attention grabbing and engaging approach and Design Based…
Descriptors: Design, Teaching Methods, Sustainable Development, Goal Orientation
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John L. Nietfeld; Kristin F. Hoffmann – Journal of Computer Assisted Learning, 2024
Background: Goal setting has been established in the literature as a critical component of self-regulated learning and for effective problem-solving. Yet, surprisingly little attention has been focused on goal-directed behaviour in digital game-based learning environments (GBLEs) despite their expanding use in educational contexts. Objectives: The…
Descriptors: Game Based Learning, Educational Environment, Goal Orientation, Electronic Learning
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Yu-Shan Ting; Yu-chu Yeh – Interactive Learning Environments, 2024
To date, few online game-based learning studies have focused on developing children's growth creativity mindset (growth CM). This study, therefore, aimed to develop a game-based learning system to help children develop their growth CM. Additionally, we investigated the relationship between growth CM, hope belief, and creativity self-efficacy after…
Descriptors: Student Attitudes, Goal Orientation, Intervention, Beliefs
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Sanmorino, Ahmad; Marnisah, Luis; Sunardi, Hastha – International Journal of Evaluation and Research in Education, 2021
The condition of research productivity in higher education institutions in Indonesia is still not ideal. Departing from this problem, this paper aims to contribute in the form of a framework used as the main alternative in optimizing research productivity, including the number of publications in higher education institutions. The mechanism…
Descriptors: Game Based Learning, Educational Research, Productivity, Higher Education
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Pleasants, Jacob – Journal of Science Teacher Education, 2023
Recent science education reforms emphasize the goal of developing students' science and engineering practices. To foreground those practices during science instruction, teachers need conceptual tools to guide their instructional decision-making. In this conceptual paper, I propose that thinking about science and engineering activities as educative…
Descriptors: Science Education, Educational Change, Decision Making, Engineering Education
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Yang, Jie Chi; Chung, Ching-Jung; Chen, Mei-Shan – Journal of Computer Assisted Learning, 2022
Background: Performance goal orientations are influential motivational factors for predicting learning performance. However, a lack of attention has been paid to investigating the effects of performance goal orientations on learning performance and in-game performance in the context of digital game-based learning. Objectives: This study…
Descriptors: Educational Games, Game Based Learning, Academic Achievement, Goal Orientation
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Chu, Shih-Ting; Hwang, Gwo-Jen; Chien, Shu-Yun; Chang, Shao-Chen – British Journal of Educational Technology, 2023
In recent years, several studies have reported the potential of employing digital games in EFL (English as Foreign Language) courses to promote students' learning motivation. However, scholars have pointed out that students generally lack self-learning ability, which is the key to the success of learning a foreign language. Therefore, it is…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Games
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Langenhagen, Julian – International Educational Data Mining Society, 2022
Although badges are among the most-used game elements in gamified education, studies about their optimal features to motivate learning are scarce. How should a badge be designed to represent an incentive for a specific goal like optimal exam preparation? This study examines usage data of a higher education learning app to determine whether the…
Descriptors: Data Analysis, Goal Orientation, Computer Software, Game Based Learning
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Davis, Phillip E.; Fox, Corey J.; DeBode, Jason D.; Peterson, Lori T. – Journal of Educational Computing Research, 2021
A key challenge for educators in business is to incorporate learning tools that mimic the uncertainty and complexity of the real business environment. However, recent advancements in technology have offered new tools that address this challenge. One such increasingly popular tool has been computer simulations. While the use of simulations has…
Descriptors: Competence, Success, Goal Orientation, Achievement Need
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Budi Waluyo; Kritsadee Songkhai; Jiali Li – TESL-EJ, 2024
Despite the increased adoption of online learning in higher education, there was limited knowledge about how the combination of online English synchronous learning with gamified applications and active learning impacted student self-regulation. This study used a sequential explanatory research design to investigate this integration in an English…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Active Learning
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Liu, Yi Chun; Wang, Wei-Tsong; Lee, Tzu-Lien – Journal of Educational Computing Research, 2021
Critical factors that influence the value of digital game-based learning (DGBL) for enhancing learning effectiveness remain debatable. Based on the self-determination theory (SDT), people can be autonomously motivated to adopt DGBL to enhance learning effectiveness if their basic psychological needs are satisfied. Additionally, studies that…
Descriptors: Computer Games, Educational Games, Game Based Learning, Feedback (Response)
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