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Kim, J. B.; Zhong, Chen; Liu, Hong – Journal of Information Systems Education, 2023
Cybersecurity education is becoming increasingly important in modern society, and hands-on practice is an essential element. Although instructors provide hands-on labs in their cybersecurity courses, traditional lab exercises often fail to effectively motivate students. Hence, many instructors desire to incorporate gamification in hands-on…
Descriptors: Gamification, Information Security, Class Activities, Active Learning
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Ying-Lien Lin; Wei-Tsong Wang; Chih-Chen Kuo; Pi-Hsin Chen – Education and Information Technologies, 2025
This study explores the factors influencing students' online game-based learning (OGBL) performance. At present, motivating students to engage in learning actively represents a significant challenge faced by teachers and other stakeholders. Additionally, the findings of a variety of OGBL studies have been inconsistent or contradictory,…
Descriptors: Formative Evaluation, Incentives, Game Based Learning, Electronic Learning
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VanMeter, Rebecca A.; Vander Schee, Brian A. – Marketing Education Review, 2021
Active learning engages students where they enjoy the learning process and gain a better understanding of course content. Active learning, such as an in-class game, can mitigate inattentive listening to material presented in a traditional lecture format. The Merch Game is an innovative, in-class retail simulation game that uses student…
Descriptors: Merchandising, Active Learning, Business Administration Education, Game Based Learning
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Betül Tonbuloglu – Education and Information Technologies, 2024
The purpose of this research is to evaluate the potential of use for computer science course designs (CSCD) created by game-based learning method. Qualitative case study was used as the research design. CSCDs created for Minecraft Education Edition (MinecraftEdu) were examined in the context of various criteria by document analysis method, and…
Descriptors: Game Based Learning, Computer Science Education, Video Games, Computer Assisted Design
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Bojan Lazarevic; Maja Stojanovic; Jelena Pisarov; Nemanja Bojanic – Journal of Baltic Science Education, 2024
This study examined the impact on the motivation of students toward learning physics upon applying the Nikola Tesla Center (NTC) learning system. The research was conducted using a quasi-experiment with a pretest-posttest non-equivalent control group design. The participants considered were a large group of 1371 students, from various grades and…
Descriptors: Learning Motivation, Science Education, Physics, Science Instruction
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Kiron, Nafisul; Adaji, Ifeoma; Long, Jeff; Vassileva, Julita – Electronic Journal of e-Learning, 2020
Games are a great source of entertainment and are used by people of all ages; they motivate and engage people and affect their behavior. Therefore, games have been widely studied in many non-game contexts. Education is one of those areas where gamified, and game-based learning strategies have been implemented and explored. To engage and motivate…
Descriptors: Learner Engagement, Games, Peer Teaching, Active Learning
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Paciarotti, Claudia; Bertozzi, Gabriele; Sillaots, Martin – European Journal of Engineering Education, 2021
Gamification is usually defined as the use of game structure components in circumstances that are not commonly associated with games. In engineering studies, Gamification and its sub-concept of Serious Games are rather widespread pedagogical models. Just like in other application scopes, the approach to their utilisation or analysis is always…
Descriptors: Game Based Learning, Educational Games, Engineering Education, Undergraduate Students
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Murillo-Zamorano, Luis R.; López Sánchez, José Ángel; Godoy-Caballero, Ana Luisa; Bueno Muñoz, Carmen – International Journal of Educational Technology in Higher Education, 2021
This study aims to examine whether it is possible to match digital society, academia and students interests in higher education by testing to what extent the introduction of gamification into active learning setups affects the skills development demanded by the workplace of the digital society of the twenty-first century, the academic achievement…
Descriptors: Game Based Learning, Active Learning, Higher Education, Student Interests
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Zhang Huiyu; Linda Fang – International Journal of Designs for Learning, 2021
Biostatistics is a second-year subject taken by Biomedical Engineering Diploma students in Temasek Polytechnic, Singapore. Gamification elements, referenced from the popular "Pokémon GO," were infused into a suite of activities. The purpose was to engage and sustain the interest of students while facilitating the successful execution of…
Descriptors: Game Based Learning, Computer Games, Active Learning, Student Projects
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Haruna, Hussein; Abbas, Asad; Zainuddin, Zamzami; Hu, Xiao; Mellecker, Robin R.; Hosseini, Samira – Information and Learning Sciences, 2021
Purpose: This paper aims to evaluate the students' perception of their learning experiences concerning serious gaming and gamification instructions and determines whether they were motivated enough and engaged during the educative process in a resource-poor context. Moreover, the study evaluated the impact of interactive instructional environment…
Descriptors: Educational Experience, Gamification, Learning Motivation, Secondary School Students
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Kapralova, Julia Vladimirovna; Moskaleva, Lada Alekseevna; Byiyk, Iana Arthurovna – International Journal of Higher Education, 2019
The article deals with the traditional game approaches that have well recommended themselves at the lessons of the Russian language, and their potential and ways of modifying into a single game space of the lesson is being discussed. Basing on personal experience, the authors of the article present the possibilities of organizing a Russian…
Descriptors: Russian, Second Language Learning, Game Based Learning, Active Learning