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Osman Özdemir – Journal of Computer Assisted Learning, 2025
Background: In recent years, the widespread use of technology in classrooms has encouraged the transition from traditional lecture methods to digital-based learning environments. Technological game-based learning platforms, such as Kahoot!, which are used to encourage students' active participation and interaction in learning environments, are…
Descriptors: Game Based Learning, Video Games, Academic Achievement, Student Motivation
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Fadda, Daniela; Pellegrini, Marta; Vivanet, Giuliano; Zandonella Callegher, Claudio – Journal of Computer Assisted Learning, 2022
Background: Motivation is an important factor in the learning process and supporting students' motivation in mathematics is a significant challenge for educators. Educational technologies, such as digital games, offer potential for engagement in mathematics learning activities. Objectives: To contrast the general decrement in student motivation in…
Descriptors: Educational Technology, Technology Uses in Education, Video Games, Student Motivation
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Yang, Jie Chi; Kuo, Wen-Chi – Journal of Computer Assisted Learning, 2022
Background: Digital game-based learning (DGBL) has been shown to be an effective strategy for promoting learning motivation. However, a lack of attention has been paid to investigating the effects of individual differences on elementary students' reading motivation and in-gaming achievements in DGBL. Objectives: This study developed an educational…
Descriptors: Grade 3, Grade 4, Grade 5, Elementary School Students