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Wang, Ding-Chau; Huang, Yong-Ming – Educational Technology Research and Development, 2023
Competition in digital game-based learning (DGBL) is tantamount to a double-edged sword, because it not only improves students' learning performance, but may also cause them psychological stress. Therefore, researchers focus on collaboration, for it can mitigate the negative effect of competition. However, studies on the correlations among…
Descriptors: Game Based Learning, Cooperation, Competition, Correlation
Ho, Jana Chi-San; Hung, Yu-Sheng; Kwan, Letty Y.-Y. – Education and Information Technologies, 2022
This study is a meta-analytical study that examines the effectiveness of gamification in learning performance in educational settings (n = 29; year-span = 2011-2019). Specifically, it aimed to investigate (a) whether gamification could improve learning performance, and (b) whether peer interaction (i.e., peer competition and peer collaboration)…
Descriptors: Peer Relationship, Competition, Game Based Learning, Instructional Effectiveness
Corey, Joab – Journal of Economic Education, 2023
There is a well-known connection between the barriers to entry created by an overburdensome regulatory climate and lower levels of productivity that create less economic growth. Many economics students are under the impression that regulations are designed to protect the workers and consumers as well as improve product quality, so they are often…
Descriptors: Game Based Learning, Barriers, Money Management, Class Activities
Andrej Jerman Blažic; Borka Jerman Blažic – Education and Information Technologies, 2025
This paper presents a new developed methodology for teaching and learning subjects that although are very important in the modern digital society are neglected in high school education programs: cybersecurity and cyber safety. A Study among the EU high schools in 2021-2022 revealed that computer science teachers are not regularly upgrading their…
Descriptors: Computer Security, Technology Education, Computer Science Education, Electronic Learning
Khodabandelou, Rouhollah; Roghanian, Parastoo; Gheysari, Hamed; Amoozegar, Azadeh – Learning Organization, 2023
Purpose: Gamification appears to be one of the most important levers for improving performance and engagement in training programs. Moreover, gamification has been considered as critical to researchers in organizational learning. The main purpose of this study is to provide a general overview of gamification studies in the organizational context.…
Descriptors: Gamification, Organizational Learning, Affordances, Game Based Learning
Maryan Al-Houssein – ProQuest LLC, 2024
This case study investigated middle school students' perceptions of digital game-based learning (DGBL) in the classroom, focusing on engagement, motivation, and academic achievement. Using Piaget's (1962) Constructivist Learning Theory as a framework, the research examined the influence of interactive digital games on students' educational…
Descriptors: Middle School Students, Student Attitudes, Game Based Learning, Video Games
Jae-woo Kim; Robert Hanneman – Journal of University Teaching and Learning Practice, 2023
Despite an increased number of case studies simulating social problems in the classroom, due attention has been rarely paid to social dilemma games in light of teaching the key concepts of sociology. We propose a paper-and-pencil experiment designed for sizeable students to simultaneously explore various conditions of sustainable cooperation in a…
Descriptors: Teaching Methods, Cooperative Learning, Game Based Learning, Class Activities
Sekarsari, Elok Puspita; Rusnilawati – Elementary School Forum (Mimbar Sekolah Dasar), 2023
Javanese language is a national culture that needs to be protected and preserved to not lose its identity. In the Javanese script, education includes writing and reading skills starting from elementary school. This study was motivated by the difficulty of understanding Javanese script material in the classroom. This study aims to determine the…
Descriptors: Cooperative Learning, Game Based Learning, Outcomes of Education, Indonesian Languages
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
Yaccob, Nur Syafiqah; Rahman, Siti Fatimah Abd.; Mohamad, Syamsul Nor Azlan; Rahim, Azwin Arif Abdul; Rashid, Khadijah Khalilah Abdul; Aldaba, Abdulmajid Mohammed Abdulwahab; Yunus, Melor Md; Hashim, Harwati – Arab World English Journal, 2022
Modern trends lead to innovative technologies in education, including the birth of digital and gamified learning or gamification. In English language classrooms, meaningful teaching and learning are significant to developing students' English proficiency, focusing on linguistics and communicative competence. Various language activities and games…
Descriptors: English (Second Language), Second Language Instruction, Game Based Learning, Educational Games
Kassem Hallal; Sami Tlais – Journal of Chemical Education, 2023
Educational games are effective learning tools frequently used to motivate students and enhance their engagement in the learning process. Using these games in challenging courses, such as organic chemistry, creates a more engaging and student-friendly learning environment that can enhance students' learning. Drawing organic compounds and…
Descriptors: Organic Chemistry, Science Instruction, Puzzles, Teaching Methods
Spates, Stephen A. – Communication Teacher, 2022
Organizational communication has concepts and processes that can be difficult to absorb. Using gamification as a pedagogical strategy, a semester-long project is developed to help students learn through application. The Bear Cave is a class-wide competition where students create an organization and seek a fictional investment of $1,000,000. In…
Descriptors: Organizational Communication, Game Based Learning, Competition, Cooperative Learning
Fish, Lesenia R.; Hildebrand, Lindsey; Chernyak, Nadia; Cordes, Sara – Child Development, 2023
Games are frequently used to promote math learning, yet the competitive and collaborative contexts introduced by games may exacerbate gender differences. In this study, 1st and 2nd grade children in the U.S. (ages 5-8; N = 274; 70% White, 15% Asian, 2% Black, 1% Native American, 14% mixed or other race; 17% Hispanic) played either a competitive,…
Descriptors: Mathematics Achievement, Mathematics Education, Competition, Cooperative Learning
Keziah J. Tinkle-Williams – ProQuest LLC, 2022
The purpose of this qualitative, descriptive scientific phenomenological study was to explore what it is like for a community college student to experience group dynamics in a team-based gamified learning environment in the Southwestern U.S. Although the student or "player" experience is at the center of a gamified curriculum, it is not…
Descriptors: Game Based Learning, Teamwork, Group Dynamics, Community College Students
DeMers, Michael N. – Geography Teacher, 2023
Recent emergency online learning, forced upon students around the globe as a result of COVID-19, has exposed many challenges to both learner and instructor in the online learning environment (Schultz and DeMers 2020). Among these numerous challenges is that of insufficient time management skills and learner motivation (Rouse 2013). While young…
Descriptors: Game Based Learning, Gamification, Student Motivation, Learner Engagement