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Joaquín Jiménez-Puerto; Gianni Gallello – Journal of Computer Assisted Learning, 2025
Background: In the dynamic landscape of higher education, innovation through gamification has emerged as a successful approach to enhance student learning and motivation. Archaeological studies have particularly benefited from innovative pedagogy, as traditional teaching methods often struggle to engage younger generations. Aims: To evaluate the…
Descriptors: Archaeology, Instructional Innovation, History Instruction, College Students
Diane Apeah-Kubi – Journal of Teaching in Social Work, 2025
This article will present a case study on how game-based learning (GBL) -- a live quiz specifically, was used to support the teaching and learning in a social work practice educator program at a university in London. A GBL platform was used to create a live online quiz which was used as a tool to assess 50 trainee practice educators' (TPEs)…
Descriptors: Social Work, Counselor Training, Game Based Learning, Foreign Countries
Aldo Gordillo; Daniel Lopez-Fernandez – IEEE Transactions on Education, 2024
Contribution: This article analyzes the learning effectiveness of a virtual educational escape room for teaching software engineering and compares this activity with traditional teaching through a randomized controlled trial. Background: Educational escape rooms have been used across a wide variety of disciplines at all levels of education and…
Descriptors: Game Based Learning, Computer Software, Conventional Instruction, Instructional Effectiveness
Min Lan; Xiaofeng Zhou – npj Science of Learning, 2025
This systematic review explores the burgeoning intersection of Artificial Intelligence (AI) applications and self-regulated learning (SRL) in higher education. Aiming to synthesize empirical studies, we employed a qualitative approach to scrutinize AI's role in supporting SRL processes. Through a meticulous selection process adhering to PRISMA…
Descriptors: Artificial Intelligence, Technology Uses in Education, Self Management, College Students
Adam Dabrowski; Ayako Yokogawa – Vocabulary Learning and Instruction, 2025
Flow is described as a state in which people become so involved or engrossed in an activity that nothing else seems to matter (Csikszentmihalyi, 2009). This state of consciousness seems to occur when a person is involved in a task and seemingly unable to stop. Flow states are marked by (a) a perceived balance of skills and challenge, (b)…
Descriptors: Computer Simulation, Game Based Learning, Vocabulary, Attention
Rich Paul Cooper; Jonan Phillip Donaldson; Mahjabin Chowdhury; Jonathan M. Mitchell – International Journal of Designs for Learning, 2024
"The Ballad of Proxima-B" is an educational RPG that promotes learning and collaboration. Students contribute to world-building and game mechanics, creating fictional worlds and characters, including a dystopian Earth, the planet Proxima-B, and alien races. The game incorporates constructivist, constructionist, and Dynamic Systems Model…
Descriptors: Educational Games, Game Based Learning, Role Playing, Science Fiction
Ying Zhang – Applied Linguistics, 2025
A small number of studies have explored the effects of digital gaming on second/foreign language (L2) pragmatic competence. However, the effectiveness of massively multiplayer online role-playing games (MMORPGs) germane to L2 pragmatic development remains unclear because most game-mediated pragmatics studies have focused on educational games.…
Descriptors: English (Second Language), Second Language Instruction, Game Based Learning, Computer Games
Dmitrii Pastushenkov; Olesia Pavlenko; Steven Clancy – Language Learning & Technology, 2025
In this article, we delve into the application of the online game-based learning and testing platform Kahoot! with second language (L2) learners of Russian and explore how this tool can enhance our students' experiences. Following a brief overview of digital game-based learning (DGBL) and previous research on L2 learning through Kahoot!, we…
Descriptors: Online Courses, Game Based Learning, Second Language Instruction, Russian
Carolina Alcantar-Nieblas; Leonardo David Glasserman-Morales; Ernesto Armando Pacheco-Velazquez; Sergio Augusto Ramírez Echeverri – Journal of Applied Research in Higher Education, 2025
Purpose: The present study examined the psychometric properties of the EGame-flow scale in a Mexican sample, presenting evidence of construct validity (exploratory factor analysis and confirmatory factor analysis), reliability (Cronbach's alpha and McDonald's omega) and discriminant validity (mean variance extracted). Design/methodology/approach:…
Descriptors: Psychometrics, Test Validity, Test Reliability, Foreign Countries
Li Ye; Jingyi Li; Simin Yang; Yongxin Hang – Interactive Learning Environments, 2024
Traditional pattern teaching is an important part of the art curriculum, but the pattern are complex and difficult to learn. While schema theory focuses on the integration, understanding and construction process of knowledge, AR technology can provide a three-dimensional and dynamic display of patterns, which has been used in teaching in recent…
Descriptors: Computer Simulation, Game Based Learning, Art Education, Instructional Effectiveness
Zijing Hu – Educational Process: International Journal, 2024
Background/purpose: Game-based learning has received increased attention in health sciences education in the global north due to its effectiveness in achieving learning outcomes. The literature concurs that learning outcomes can be improved through appropriate pedagogical approaches. However, more studies need to focus on game-based learning in…
Descriptors: Game Based Learning, Health Sciences, Foreign Countries, Teaching Methods
Yuchun Zhong; Luke Kutszik Fryer; Shiyue Zheng; Alex Shum; Samuel Kai Wah Chu – International Journal of Educational Technology in Higher Education, 2025
Esports or competitive video gaming has been increasingly utilized to enhance essential twenty-first century skills. However, there is limited evidence on the extent to which the skills acquired from a gaming environment can be transferred to other settings. This study employed an experimental design to investigate the effectiveness of a…
Descriptors: Video Games, Game Based Learning, 21st Century Skills, Communication Skills
G. Ramesh; Al-Maskari Azzah; Mohammed Said Al-Mughairi Habiba; Santos Mary Pauline – Learning and Teaching in Higher Education: Gulf Perspectives, 2025
Purpose: The purpose of this research was to examine the impact of gamification on students' engagement and to understand their perceptions of gamification as a teaching and learning style. Design/methodology/approach: The participants in this research were students who had studied the principles of accounting courses at University of Technology…
Descriptors: Foreign Countries, Gamification, Learner Engagement, Accounting
Ruofei Zhang; Gary Cheng; Di Zou – Language Learning & Technology, 2025
Digital game-based vocabulary learning (DGBVL) integrates key game elements such as Challenges, Rewards, Human-Computer Interactions (HCI), Multimedia, and Fantasy. Although the overall effectiveness of digital games in enhancing English-as-a-foreign-language (EFL) vocabulary knowledge development is well-established, the specific roles of…
Descriptors: Vocabulary Development, Computer Games, English (Second Language), Learner Engagement
Hedia Mhiri Sellami – Education and Information Technologies, 2024
This study describes an experiment in which engineering students create serious games (SG) that tackle problems relevant to their jobs. This experiment was conducted as part of the "Business Games" module we taught students enrolled in the Master's program "Innovation Management" at the National School of Engineers of Tunis. By…
Descriptors: Engineering Education, College Students, Game Based Learning, Foreign Countries