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Showing all 9 results Save | Export
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Skyler Bruggink; Jeff W. Dawson; Iain W. McKinnell – Technology, Knowledge and Learning, 2025
Gamification is a pedagogical strategy that uses the principles and mechanics of game play to facilitate student learning. Despite increased adoption over the last decade, the question of how effective gamification is as a pedagogical strategy remains controversial. Here we report on the impact of a custom developed mobile app that incorporates…
Descriptors: Course Content, Game Based Learning, Computer Software, Learning Processes
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
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Beatriz Chaves-Yuste; Cristina de-la-Peña – TESOL Journal, 2025
Technology, constantly present in current society and education, needs to make use of the most effective digital resources to optimize the teaching-learning process. Despite the growing body of literature on the pedagogical effectiveness of digital resources in a second language (L2) context, limited research has been conducted when working with…
Descriptors: English for Special Purposes, Second Language Instruction, Second Language Learning, Tourism
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Mohd Nasir, Siti Munirah; Zamzamir, Zamzana; Mohd Tajudin, Nor'ain; Shafie, Sabarina; Ahmat, Norhayati; Hasan, Norsida – International Journal of Educational Methodology, 2023
This study focused on the development of teaching aids for the topic of Isometric Transformations for Form 2 students in Malaysia. The first objective was to determine the usability of teaching aids in the isometric transformations kit integrates gamebased learning (GBL) Method (KitTI Method) and the second objective was to examine the…
Descriptors: Game Based Learning, Learning Motivation, Academic Achievement, Teaching Methods
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Alam, Md. I.; Malone, Lauren; Nadolny, Larysa; Brown, Michael; Cervato, Cinzia – Journal of Computer Assisted Learning, 2023
Background: The substantial growth in gamification research has connected gamified learning to enhanced engagement, improved performance, and greater motivation. Similar to gamification, personalized learning analytics dashboards can enhance student engagement. Objectives: This study explores the student experiences and academic achievements using…
Descriptors: Academic Achievement, Game Based Learning, Introductory Courses, STEM Education
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Imran, Hazra – Journal of Educational Computing Research, 2023
Adding gaming elements to conventional teaching methodologies has gained a lot of attention because of its ability to incorporate an engaging, motivating, and fun-based environment. As a result, learners' dedication and performance are also better. Unfortunately, current gamification models do not consider the effect of different levels of…
Descriptors: Introductory Courses, Game Based Learning, Learning Motivation, Learner Engagement
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Pando Cerra, Pablo; Fernández Álvarez, Humberto; Busto Parra, Bernardo; Iglesias Cordera, Paula – Journal of Educational Computing Research, 2022
Game-Based Learning (GBL) is increasingly widespread as a learning technique in the engineering studies. However, this innovative methodology may be difficult to incorporate in some subjects due to their complex contents. This paper aims at combining traditional learning methodologies with game mechanics by using an ad-hoc gaming web environment…
Descriptors: Academic Achievement, Game Based Learning, Information Technology, Teaching Methods
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Ng, Mun Pei; Alias, Norlidah; Dewitt, Dorothy – Malaysian Journal of Learning and Instruction, 2022
Purpose: Gamification is an effective method to boost students' academic achievement and engagement in second language learning. This study aimed to test the effectiveness of the gamification application, Class Dojo, among Year 4 pupils who are learning Mandarin as a Second Language (MSL). It also sought to investigate how the MSL learners became…
Descriptors: Mandarin Chinese, Diaries, Comparative Analysis, Second Language Learning
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Cabrera-Solano, Paola – International Journal of Educational Methodology, 2022
This study aimed to analyze the effect of game-based learning (GBL) through the use of Genially in English as a foreign language (EFL) online instruction. The participants were 61 EFL undergraduate students, who were distributed into an experimental group (32 students), and a control group (29 students). Their ages ranged from 22 to 56 years old,…
Descriptors: Game Based Learning, Higher Education, Academic Achievement, Student Attitudes