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Showing 1 to 15 of 72 results Save | Export
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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
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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
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Grobelina, Iwona; Mazurkiewicz, Malgorzata; Janus, Damian – Informatics in Education, 2023
Background: Petri nets are a formal specification technique for modelling of control processes and modern flexible manufacturing systems. Interpreted Petri nets take into account input and output signals, allowing to apply them in any control system or even in control part of a cyber-physical system. Due to the fact that Petri nets are not used in…
Descriptors: Game Based Learning, Video Games, College Students, Student Attitudes
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Udeozor, Chioma; Russo-Abegão, Fernando; Glassey, Jarka – International Journal of Educational Technology in Higher Education, 2023
Digital games are considered relevant in higher education due to their ability to foster authentic, active and experiential learning opportunities that are of importance in engineering education. However, as a relatively new pedagogical tool, there is the need to understand the perceptions of engineering students as well as to identify factors…
Descriptors: Engineering Education, Video Games, Game Based Learning, College Students
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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
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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
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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
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Anggraeni, Leni; Affandi, Idrus; Wahyudin, Dinn; Paramitha, Sandey Tantra; Ramadhan, Muhammad Gilang – International Journal of Education in Mathematics, Science and Technology, 2022
The implementation of peace education in the university environment has not yet found the right technical implementation, so the main goal in peace education has not been achieved, especially the application in the university environment. Therefore, this research aims to determine the general perception of board games as a media of peace education…
Descriptors: College Students, Games, Game Based Learning, Peace
Kari Johnson Cook – ProQuest LLC, 2022
Gamification and game-based learning have been used in the educational setting as an active learning strategy to increase student engagement. This study investigated the extent of the effect of gamification and game-based learning on student engagement of online Allied Health students in the Cultural and Ethical Influences course at Northwestern…
Descriptors: College Students, Gamification, Learner Engagement, Student Attitudes
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Nieto García, Marta; Sit, Jason – Marketing Education Review, 2023
GSRSs are known to positively influence students' learning behaviors and in-class participation. Kahoot! is one of the GSRSs widely adopted in the higher education (HE) sector and also widely studied in the HE marketing literature. Whilst varied theories have been applied to study the pedagogical value of Kahoot!, the user experience (UX) theory…
Descriptors: Game Based Learning, Audience Response Systems, Usability, Student Attitudes
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Sunny Kwok; Rachel Childers – Biomedical Engineering Education, 2023
Commercial escape rooms have grown in popularity as an enjoyable experience that also doubles as an exercise in communication and collaboration. Educators can take advantage of these natural qualities to engage and support students in a low-stress learning environment. The primary goal of this study is to share the development and application of…
Descriptors: Educational Games, Biomedicine, Engineering, Program Development
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Yilmaz Ince, Ebru – International Journal of Technology in Teaching and Learning, 2021
This survey study examines students' perceptions on learning programming with CodinGame. Participants included 71 students at Department of Computer Programming Isparta University of Applied Sciences in Turkey. Both quantitative and qualitative research methods were used. In order to collect quantitative data, the questionnaire method was used,…
Descriptors: Student Attitudes, Programming, Game Based Learning, College Students
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Yu-Cheng Lin; Huei-Tse Hou – Interactive Learning Environments, 2024
The integration of augmented reality (AR) and game-based learning could increase interaction in educational games and provide more learning guidance in higher education courses. This study developed an AR educational board game that featured cognitive scaffolding, immediate feedback, and collaborative interaction. The study also analyzed and…
Descriptors: Instructional Effectiveness, Scaffolding (Teaching Technique), Computer Simulation, Educational Technology
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Thien Chi Do; Nuong To Huynh – International Society for Technology, Education, and Science, 2024
The aim of the study was to investigate English as a Foreign Language (EFL) students' perception of using Wordwall application in vocabulary memorization at a private university in the Mekong Delta of Vietnam. This study also explores the strengths and weaknesses of Wordwall application. The mixed-method design was used in this study. The…
Descriptors: English (Second Language), Second Language Learning, Vocabulary Development, Memorization
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Palová, Dana; Vejacka, Martin – European Journal of Educational Research, 2022
The field of education was distinctly affected by the development of information and communication technologies, as they can make education more efficient, interactive, and available. Today's students call for new innovative educational approaches. Digital communication technologies are the organic part of their life and they are group-oriented…
Descriptors: Game Based Learning, Student Motivation, Integrated Learning Systems, Foreign Countries
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