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Josef Kunhart; Jan Bartoška – Journal on Efficiency and Responsibility in Education and Science, 2025
Hands-on experience is an essential part of project management education. We researched to determine whether our practical seminars organized as part of an undergraduate project management course provide the expected learning experience consistent with current project management practice. We organized two practical seminars for students in four…
Descriptors: Psychological Patterns, Administrator Education, Experiential Learning, Undergraduate Students
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Wilk Oliveira; Pasqueline Dantas Scaico; Juho Hamari; Zhaoxing Li; Lei Shi – Journal of Computer Assisted Learning, 2025
Background: Gamification has been used in recent years to enhance the student experience in educational environments and to help students achieve an optimal experience. However, there is limited empirical evidence of the effects of gamification on specific psychological experiences, such as the students' flow experience, which is a highly…
Descriptors: Gamification, Learning Management Systems, Game Based Learning, Student Experience
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Yin Yin Khoo; Mohamad Rohieszan Ramdan; Nor Liza Abdullah; Nurul Ashykin Abd Aziz; Nurhanie Mahjom – International Journal of Education in Mathematics, Science and Technology, 2025
This article aims to systematically explore the literature on game-based learning in higher education, focusing on its impacts on students' thinking and learning. Prisma method was employed to analysis the data. The article published between 2016 to 2023 from Web of Science, Scopus and Eric were taken into consideration for this study with the…
Descriptors: Game Based Learning, Higher Education, Educational Research, Thinking Skills
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Yi-Fan Wang; Mei-Hua Hsu; Max Yue-Feng Wang – Health Education Journal, 2025
Objective: The medical terminology escape room game (MTEG) is a chatbot designed for gamified education that aims to transform memorizing complex medical terminology into an enjoyable experience for medical students. By combining elements of ARCS (Attention, Relevance, Confidence and Satisfaction) theory with escape room adventures, the MTEG aims…
Descriptors: Vocabulary Development, Medical Education, Game Based Learning, Nursing Students
Noreen Dunnett – Routledge Research in Education, 2024
This book challenges common understandings of boredom and disengagement in classrooms, taking a relational approach to boredom which looks beyond the usual distinctions between in-school and out-of-school practices. The book explores how a sociomaterial perspective can provide an alternative analysis of boredom as performative, and as a phenomenon…
Descriptors: Foreign Countries, Secondary Schools, Secondary School Students, Game Based Learning
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Roland Gesthuizen; Hazel Tan; Gillian Kidman – International Research in Geographical and Environmental Education, 2025
This study explores the use of virtual worlds, specifically Minecraft, on sustainability education and cognitive skills. Using the Teaching to Inspire model as a lens, we examine how students design sustainable virtual buildings and cityscapes aligned with the UN Sustainable Development Goals and the social-ecological systems (SES) framework. Our…
Descriptors: Environmental Education, Sustainability, Video Games, Cognitive Processes
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Yu-Cheng Lin; Shu-Yun Chien; Huei-Tse Hou – Education and Information Technologies, 2025
The training of hostel service skills emphasizes the application of procedural knowledge and complex problem-solving skills, and with the development of education technology, game-based learning that mixes virtual reality (VR) and physical games has begun to be emphasized. In this study, we proposed a multi-dimensional scaffolding design framework…
Descriptors: Scaffolding (Teaching Technique), Educational Games, Computer Simulation, Cognitive Ability
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Sari Lipponen; Kenneth Eklund; Marja-Leena Laakso; Merja Koivula; Kerttu Huttunen – Early Education and Development, 2025
Today, digital games are considered important tools for learning, but using them in early childhood education and care (ECEC) has raised the question of educators' roles when children play an educational digital game. The aim of this study was to explore how ECEC educators differed in their attitudes and perceptions toward and ways of supporting…
Descriptors: Early Childhood Teachers, Teacher Attitudes, Teacher Role, Game Based Learning
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Elsom, Sandra; Westacott, Marguerite; Stieler-Hunt, Colleen; Glencross, Sarah; Rutter, Kerry – Interactive Learning Environments, 2023
Game-based learning has been recognised as a strategy to increase students' engagement in higher education. Alternate reality games (ARG) provide players with the opportunity to apply newly developed knowledge and skills, such as visiting important campus locations and completing relevant activities. The collaborative nature of these games means…
Descriptors: College Students, Orientation, Socialization, Game Based Learning
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Art Tsang; Christelle Davis – Asia-Pacific Education Researcher, 2024
Emotions have received widespread attention in the education field globally thanks to the greater emphasis on well-being in recent times. Against this backdrop and the fact that foreign language (FL) education is increasingly common from a young age, this study set out to investigate what FL "classroom activities" children find most…
Descriptors: Well Being, Psychological Patterns, Student Attitudes, Second Language Learning
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Koskinen, Antti; McMullen, Jake; Ninaus, Manuel; Kiili, Kristian – Journal of Computer Assisted Learning, 2023
Background: In recent years, the importance of emotions in learning has been increasingly recognized. Applying emotional design to induce positive emotions has been considered a means to enhance the instructional effectiveness of digital learning environments. However, only a few studies have examined the specific effects of emotional design in…
Descriptors: Psychological Patterns, Scaffolding (Teaching Technique), Student Motivation, Academic Achievement
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Oliveira, Wilk; Tenório, Kamilla; Hamari, Juho; Pastushenko, Olena; Isotani, Seiji – Smart Learning Environments, 2021
The flow experience (i.e., challenge-skill balance, action-awareness merging, clear goals, unambiguous feedback, concentration, sense of control, loss of self-consciousness, transformation of time, and "autotelic" experience) is an experience highly related to the learning experience. One of the current challenges is to identify whether…
Descriptors: Prediction, Psychological Patterns, Learning Processes, Student Behavior
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Andrea Bertoni; Andrea Maffia – International Journal of Mathematical Education in Science and Technology, 2024
While the development of creativity, or creative thinking, in mathematics is considered important by many researchers, there are several difficulties in implementing creative tasks, especially before secondary school. Within the original context of a mathematical escape game, this paper reports two episodes exemplifying the difficulties met by…
Descriptors: Game Based Learning, Learner Engagement, Mathematics Education, Creativity
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Choi, Doo-Hun; Noh, Ghee-Young – SAGE Open, 2021
The three-dimensional (3D) virtual reality content is widely used for educational and training purposes, and there has been interest in how virtual reality environments influence users' learning effect. Analyzing survey data collected from a game play, this study examined how presence in a 3D virtual reality car driving simulation game impacts…
Descriptors: Transfer of Training, Intention, Computer Simulation, Computer Games
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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
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