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Kai Guo; Yuchun Zhong; Zamzami Zainuddin; Samuel Kai Wah Chu – Education and Information Technologies, 2024
Given the crucial role of writing in both academic and workplace settings, teachers should constantly seek effective ways to improve their students' writing skills. The use of games or their elements to support the teaching and learning of writing has gained much attention in language education studies. Despite the increasing number of empirical…
Descriptors: Game Based Learning, Educational Games, Writing Instruction, Teaching Methods
Oliveira, Wilk; Hamari, Juho; Shi, Lei; Toda, Armando M.; Rodrigues, Luiz; Palomino, Paula T.; Isotani, Seiji – Education and Information Technologies, 2023
Gamification has been widely used to design better educational systems aiming to increase students' concentration, motivation, engagement, flow experience, and others positive experiences. With advances in research on gamification in education, over the past few years, many studies have highlighted the need to tailor the gamification design…
Descriptors: Gamification, Game Based Learning, Educational Games, Learner Engagement
Fazlida Dahalan; Norlidah Alias; Mohd Shahril Nizam Shaharom – Education and Information Technologies, 2024
Games have been used as a learning tool for centuries. Gamification and game-based learning are becoming more prominent in educational settings for several reasons. When it comes to learning, being focused and immersed can massively improve a student's experience. The purpose of this study is to map the emerging trends of gamification and…
Descriptors: Gamification, Game Based Learning, Vocational Education, Educational Research
Romero Rodríguez, Laura – Education and Information Technologies, 2023
Society is continually evolving and the needs of current generations of students are changing, deriving from the ongoing digital evolution of the whole of society. Gamification tools are increasingly being implemented in education, since previous studies have demonstrated their usefulness to foster motivation, particularly in the case of…
Descriptors: Engineering Education, Educational Games, Gamification, Game Based Learning
Elena Carrión Candel; Cristina de-la-Peña; Beatriz Chaves Yuste – Education and Information Technologies, 2024
The scientific literature reveals the impact of applying game-based videos and gamification on undergraduates' learning. This work proposes, within an online context, using these educational strategies to make students the active protagonists of their learning. Therefore, this paper aims to analyze the students' perception of the effectiveness of…
Descriptors: Preservice Teachers, Student Attitudes, Active Learning, Teaching Methods