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Cao, Yang; Gong, Shao-Ying; Wang, Zhen; Cheng, Yang; Wang, Yan-Qing – Journal of Computer Assisted Learning, 2022
Background: As one of the gamification elements, leaderboard, especially absolute leaderboard, is widely used in educational gamification systems. However, empirical studies on the optimal use condition of the leaderboard and underlying influence mechanisms are deficient. Objectives: This study explored which difficulty was more conducive to…
Descriptors: Goal Orientation, Difficulty Level, Learning Motivation, Educational Games
Amy Price; Alex Beckey; Dave Collins – Physical Education and Sport Pedagogy, 2024
Background: In recent years there has been a growing interest in potential pedagogical tools to be used in Physical Education (PE), and specifically in games. This has involved the exploration of both Gamification and Digital Video Games Approach (DVGA). Both are viable pedagogical tools for any teacher, and each have clearly different intentions…
Descriptors: Video Games, Gamification, Physical Education, Technology Uses in Education
Chi-Cheng Chang; Szu-Ting Yang – Interactive Learning Environments, 2024
This study aimed to investigate the differences in learners' emotion, cognitive load, and cognitive performance among various scaffolding DGBLs, and the influences of emotion and cognitive load on cognitive performance when using DGBLs. Participants were 97 adult learners from some community college, randomly divided into the control group with 32…
Descriptors: Psychological Patterns, Cognitive Processes, Self Efficacy, Game Based Learning
Lambert, Richard G. – Center for Educational Measurement and Evaluation, 2023
This study sought to investigate whether there were performance differences between the children who engaged with the Ignite by Hatch™ educational gaming system using the English- or Spanish-language versions of the games. Differential item functioning methods (DIF) were employed to investigate these differences. Specifically, DIF analyses can…
Descriptors: Comparative Analysis, Educational Games, Spanish, English
Fanfarelli, Joey R. – British Journal of Educational Technology, 2020
The literature reflects a shortage of empirical research on educational game design. This paper presents the results from a randomized controlled study on the impact of narrative and digital badging on learning and engagement in an educational game that teaches basic brain structure and function to undergraduate psychology students. Participants…
Descriptors: Educational Games, Fantasy, Learner Engagement, Comparative Analysis
Liu, Zhichun; Moon, Jewoong; Kim, Byungjoo; Dai, Chih-Pu – Educational Technology Research and Development, 2020
In this synthesis, we systematically review research on educational games with adaptivity. Although an adaptive gaming experience provides personalization to learning, the complexity of design makes it difficult to evaluate its effectiveness. In this systematic review, we adopt three analytic approaches: (1) bibliometric analysis, (2) qualitative…
Descriptors: Bibliometrics, Comparative Analysis, Educational Games, Meta Analysis
Hofman, Abe D.; Brinkhuis, Matthieu J. S.; Bolsinova, Maria; Klaiber, Jonathan; Maris, Gunter; van der Maas, Han L. J. – Journal of Intelligence, 2020
One of the highest ambitions in educational technology is the move towards personalized learning. To this end, computerized adaptive learning (CAL) systems are developed. A popular method to track the development of student ability and item difficulty, in CAL systems, is the Elo Rating System (ERS). The ERS allows for dynamic model parameters by…
Descriptors: Teaching Methods, Computer Assisted Instruction, Difficulty Level, Individualized Instruction
Chen, Xingliang; Mitrovic, Antonija; Mathews, Moffat – International Journal of Artificial Intelligence in Education, 2019
Agency refers to the level of control the student has over learning. Most studies on agency in computer-based learning environments have been conducted in the context of educational games and multimedia learning, while there is little research done in the context of learning with Intelligent Tutoring Systems (ITSs). We conducted a study in the…
Descriptors: Problem Solving, Intelligent Tutoring Systems, Educational Games, Independent Study
Calvo-Ferrer, José Ramón – British Journal of Educational Technology, 2017
According to different authors, computer games not only teach contents and skills, but also do so in a more efficient manner, allowing long-lasting learning. However, there is still little consensus on this matter as different studies put their educational benefits into question, especially when used without instructional support. An empirical…
Descriptors: Educational Games, Vocabulary Development, Regression (Statistics), Computer Games
The Benefits of a Challenge: Student Motivation and Flow Experience in Tablet-PC-Game-Based Learning
Hung, Cheng-Yu; Sun, Jerry Chih-Yuan; Yu, Pao-Ta – Interactive Learning Environments, 2015
Advances in technology have led to continuous innovation in teaching and learning methods. For instance, the use of tablet PCs (TPCs) in classroom instruction has been shown to be effective in attracting and motivating students' interest and increasing their desire to participate in learning activities. In this paper, we used a TPCs game--an iPad…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Educational Games
Hung, Cheng-Yu; Kuo, Fang-O.; Sun, Jerry Chih-Yuan; Yu, Pao-Ta – IEEE Transactions on Learning Technologies, 2014
This study, based on Taiwanese geographical concepts, develops a multi-touch interactive jigsaw puzzle (MIJP) to assist primary school students in solving geographical puzzles. The MIJP, which has multi-touch operating characteristics and provides two kinds of scaffolding tools, each with a different level of difficulty, can assist students in…
Descriptors: Foreign Countries, Teaching Methods, Educational Games, Educational Technology
Schrader, Claudia; Bastiaens, Theo – International Review of Research in Open and Distance Learning, 2012
Embedding support devices in educational computer games has been asserted to positively affect learning outcomes. However, there is only limited direct empirical evidence on which design variations of support provision influence learning. In order to better understand the impact of support design on novices' learning, the current study…
Descriptors: Foreign Countries, Computer Games, Educational Games, Computer Uses in Education
Munyofu, Mine – ProQuest LLC, 2008
The purpose of this study was to examine the instructional effectiveness of different levels of chunking (simple visual/text and complex visual/text), different forms of feedback (item-by-item feedback, end-of-test feedback and no feedback), and use of instructional gaming (game and no game) in complementing animated programmed instruction on a…
Descriptors: Feedback (Response), Animation, Comprehension, Educational Objectives
Sánchez, Inmaculada Arnedillo, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2013
These proceedings contain the papers of the International Conference on Mobile Learning 2013, which was organised by the International Association for Development of the Information Society, in Lisbon, Portugal, March 14-16, 2013. The Mobile Learning 2013 International Conference seeks to provide a forum for the presentation and discussion of…
Descriptors: Conference Papers, Telecommunications, Technology Uses in Education, Educational Technology
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers