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Kevin McLaughlin – ProQuest LLC, 2023
The emerging impact of gamification in the field of education has generated several possible avenues for enhancing learning outcomes and raised a large number of as-yet unanswered questions as to the effectiveness of different gamification techniques in different contexts. This quantitative survey study examines the impact of gamification on…
Descriptors: Computer Science Education, Computer Security, Information Security, Game Based Learning
Myra Colet DeVore Pierce – ProQuest LLC, 2024
Adults are faced daily with making financial decisions, some which are very difficult, therefore, more knowledge is necessary about personal finance to help adults make wise financial decisions. This study examined if there was a statistically significant difference in pretest and posttest scores from the Test for Financial Literacy (TFL) as well…
Descriptors: Game Based Learning, Financial Literacy, Scores, High School Students
Armanto Sutedjo – ProQuest LLC, 2023
Digital Game-Based Learning (DGBL) demonstrated a positive impact on students' motivation, engagement, knowledge acquisition, and many other areas. However, all the benefits DGBL can offer for the classroom do not seem to be enticing enough to persuade classroom instructors to implement DGBL in their classroom. There is a disconnect between…
Descriptors: Teaching Methods, Mathematics Instruction, Computer Games, Game Based Learning
Thomas Conmy – ProQuest LLC, 2023
The purpose of this meta-analysis was to investigate the effectiveness of the use of games as part of mathematics instruction on academic achievement in grades Kindergarten to 12 in the United States. There were 17 studies selected for investigation published from 2010 to 2023 that focused on game-based learning and mathematics. This meta-analysis…
Descriptors: Meta Analysis, Mathematics Instruction, Game Based Learning, Learning Management Systems
Elnaz Sarabchian – ProQuest LLC, 2021
Quasi-experimental research was conducted to examine the effect of game-based student response systems (GBSRS) on student achievement and self-efficacy in languages other than English (LOTE). The research employed a pretest-posttest, non-equivalent control group design in which 170 third and fourth-grade students participated in a 12-session…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Teaching Methods