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Ying-Lien Lin; Wei-Tsong Wang; Chih-Chen Kuo; Pi-Hsin Chen – Education and Information Technologies, 2025
This study explores the factors influencing students' online game-based learning (OGBL) performance. At present, motivating students to engage in learning actively represents a significant challenge faced by teachers and other stakeholders. Additionally, the findings of a variety of OGBL studies have been inconsistent or contradictory,…
Descriptors: Formative Evaluation, Incentives, Game Based Learning, Electronic Learning
Lin, Jian-Wei; Tsai, Chia-Wen; Hsu, Chu-Ching – Interactive Learning Environments, 2023
Different e-learning technologies may offer different incentive factors, which influence behavioural intention. Moreover, when adopting a new e-learning technology for an extended period, learners' perceptions and learning behaviour may change during the learning period. Unfortunately, as formative assessments (FAs) are often continuously…
Descriptors: Comparative Analysis, Evaluation Methods, Formative Evaluation, Game Based Learning
Zainuddin, Zamzami; Farida, Ratna; Keumala, Cut Muftia; Kurniawan, Rudi; Iskandar, Hadi – Interactive Technology and Smart Education, 2022
Purpose: This study aims to present research evidence on the relevance of online gamification flip learning as a pedagogical instruction in promoting learning engagement when college students are impacted by the coronavirus pandemic. In this study, a gamified formative assessment was used to examine learner engagement and to evaluate the…
Descriptors: Synchronous Communication, Electronic Learning, Flipped Classroom, Formative Evaluation
Squire, Nikki – Journal of Educators Online, 2023
Digital game-based learning (DGBL) has shown to be an effective approach to gamifying the learning experience in any course and learning environment. To make learning more active and engaging for students, college faculty can use educational technologies such as game-based student response systems (SRSs) and interactive PowerPoint games as a…
Descriptors: Computer Games, Game Based Learning, Gamification, Online Courses
Toma, Florentina; Diaconu, Daniel Constantin; Popescu, Cristina Maria – Education Sciences, 2021
The present study aims to display how using a personal assessment environment based on the interactive Kahoot! platform actively supports the teaching-learning process. The goal is to improve the instructive-educational process by applying a learning platform based on play and digital technology that favors a qualitative educational endeavor. The…
Descriptors: Educational Technology, Technology Integration, Electronic Learning, Game Based Learning
Cetin, Halise Sibel – International Technology and Education Journal, 2018
The purpose of this study was to investigate the usability of the Kahoot!, the digital assessment tool, in elementary schools. With this respect, the participants were selected by using the simple random sampling method. 23 students and 1 teacher in state elementary school in Mugla in Turkey participated in the study in the spring term of the…
Descriptors: Usability, Educational Technology, Technology Integration, Electronic Learning