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Showing 1 to 15 of 21 results Save | Export
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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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Mauro Marino-Jiménez; Norma Sánchez-Chávez; Yenny Rivero-Fortón; Kelly Hernández-Sánchez – SAGE Open, 2025
Student performance, disciplinary innovation and teaching methodology occupy the main concerns of educational research. Therefore, there is a greater interest in gamification strategies, where digital tools facilitate the development of competitive activities and strengthening of learning. One example of this idea is the use of video games created…
Descriptors: Video Games, Cooperative Learning, Game Based Learning, Learning Strategies
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Yin Yin Khoo; Mohamad Rohieszan Ramdan; Nor Liza Abdullah; Nurul Ashykin Abd Aziz; Nurhanie Mahjom – International Journal of Education in Mathematics, Science and Technology, 2025
This article aims to systematically explore the literature on game-based learning in higher education, focusing on its impacts on students' thinking and learning. Prisma method was employed to analysis the data. The article published between 2016 to 2023 from Web of Science, Scopus and Eric were taken into consideration for this study with the…
Descriptors: Game Based Learning, Higher Education, Educational Research, Thinking Skills
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Ernesto Pacheco-Velazquez; Virginia Rodés Paragarino; Leonardo David Glasserman; Martina Carlos Arroyo – Journal of International Education in Business, 2024
Purpose: Higher education is undergoing a significant transformation, demanding a rethinking of instructional methods, the establishment of novel assessment frameworks and the incorporation of state-of-the-art technologies to advance the development of learning competencies. The use of simulations is an alternative that offers satisfactory results…
Descriptors: Foreign Countries, Higher Education, Teaching Methods, Independent Study
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Tan Ming Kuang; Lidya Agustina; Yani Monalisa – Accounting Education, 2024
Although digital game-based learning (DGBL) has the potential to enhance learning motivation and complex cognitive skills of students, its adoption and effectiveness are heavily dependent on lecturers' acceptance. Comprehending lecturers' perceptions and beliefs underlying their decision-making processes is therefore significant. This study…
Descriptors: Foreign Countries, Business Education, Higher Education, Teacher Attitudes
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Muhammad Ashraf Fauzi; Zuria Akmal Saad; Muhammad Ariff Aripin; Noraina Mazuin Sapuan – Journal of Computer Assisted Learning, 2025
Background Study: Gamification is an effective and interactive approach to engaging students in teaching and learning. As digital technology develops, higher education institutions (HEIs) must embrace and keep pace with gamification for interactive teaching and learning approaches. Objective: The purpose of this study is to review gamification in…
Descriptors: State of the Art Reviews, Gamification, Game Based Learning, Bibliometrics
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Daniel Escanez-Exposito; Javier Correa-Marichal; Pino Caballero-Gil – IEEE Transactions on Education, 2024
Quantum computing is an emerging and quickly expanding domain that captivates scientists and engineers. Recognizing the limitations of conventional educational approaches in adequately preparing individuals for their incursion in this area, this research introduces a novel board game called "Qubit: The Game," whose objective is twofold:…
Descriptors: Game Based Learning, Art Education, STEM Education, Competence
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Ifeanyi Mbukanma; Madira Manganyi; Bhekithemba Vellem; Neliswa Gqoli – Research in Social Sciences and Technology, 2024
The aim of this study resonated with the pursuit of achieving enhanced engagement in teaching and learning that informs critical thinking, and knowledge retention among students. Despite the growing trend of technological integration in teaching and learning, however, there exists a lack of empirical evidence and comprehensive studies that…
Descriptors: Foreign Countries, Gamification, Game Based Learning, Learner Engagement
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Karen Schrier; Anne Zahradnik; David Shaenfield – Journal of Management Education, 2024
How can educators use games and playful interactions to enhance the practice of skills related to leadership and management? Effective leadership involves a number of skills, such as strategic thinking, perspective-taking, critical thinking, ethical thinking, resource management, and reflection on one's biases. In this article, we will review how…
Descriptors: Leadership Training, Educational Innovation, Game Based Learning, Teaching Methods
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Susan Elswick; Peter A. Kindle; David H. Johnson; Brooke Blaalid; Laura Brierton Granruth; Elena Delavega; Michael Burford; Jeffrey Thompson – International Journal of the Whole Child, 2024
Cognitive dissonance is an important element in adult learning in that it challenges previously held ideas in favor of new knowledge. In-class simulations and game-based learning are used as innovative and effective pedagogical tools in challenging adult learners and enhancing the students' ability to think critically about larger societal needs.…
Descriptors: Student Attitudes, Beliefs, Justice, Simulation
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Fernando Almeida; Zoltan Buzady – Technology, Knowledge and Learning, 2024
This study explores the contribution of serious game teaching technology, such as FLIGBY, to the development of entrepreneurial learning outcomes in the context of an entrepreneurship course in higher education. The sample is composed of 551 students through the construction of a randomized pretest-posttest control group. A quantitative…
Descriptors: Entrepreneurship, Outcomes of Education, Comparative Analysis, Game Based Learning
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Fátima Monteiro; Armando Sousa – Journal of Applied Research in Higher Education, 2024
Purpose: The purpose of the article is to develop an innovative pedagogic tool: an escape room board game to be played in-class, targeting an introduction to an ethics course for engineering students. The design is student-centred and aims to increase students' appreciation, commitment and motivation to learning ethics, a challenging endeavour for…
Descriptors: Ethics, Engineering Education, Educational Innovation, Teaching Methods
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Sandra Elsom; Colleen Stieler-Hunt; Margaret Marshman – Interactive Learning Environments, 2024
Proponents of game-based learning see potential for the inclusion of Alternate Reality Games (ARGs) in higher education. Research has shown that an ARG can support the induction and socialisation of students but engagement in educational ARGs has been disappointing. We explored whether students could learn via an ARG embedded in curriculum: if…
Descriptors: Computer Simulation, Integrated Curriculum, Game Based Learning, Educational Games
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Zhitian Skylor Zhang; Martina Seemann; Richard Joos; Markus Suren; Helge Fischer; Mathias Hofmann – Journal of Creative Behavior, 2025
Given the increasing emphasis on game-based approaches (GBAs) and the critical importance of cultivating creativity, there is an urgent need for a comprehensive examination of this emerging interdisciplinary field. The present study employs a scoping review methodology to provide an overview of the existing research that utilized GBAs as a means…
Descriptors: Creativity, Teaching Methods, Game Based Learning, Interdisciplinary Approach
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Lauren Ann Oliver; Anthony Manning-Stanley; Pete Bridge – Cogent Education, 2024
Interprofessional learning (IPL) is a fundamental component of the curricula on healthcare degree programmes, however maintaining student engagement/motivation in IPL sessions presents challenges. 'Gamification' poses an innovative pedagogical technique to improve engagement. This study aimed to evaluate staff/student perspectives on the use of…
Descriptors: Gamification, Interdisciplinary Approach, Professional Education, Higher Education
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