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Riyan Hidayat; Tay Ying Qi; Putri Nur'Afrina Binti Tajul Ariffin; Mohamad Hafizullah Bin Mohd Hadzri; Lin Mei Chin; Jacqueline Lee Xuan Ning; Nurihan Nasir – International Electronic Journal of Mathematics Education, 2024
In contemporary education, game-based learning (GBL) has become a captivating instructional method applied across various academic subjects, including mathematics. The utilization of online GBL in mathematics education constitutes a segment of the activities that mathematics educators can employ during their lessons to teach students and enhance…
Descriptors: Game Based Learning, Mathematics Education, Age Groups, Literature Reviews
Pumudu A. Fernando; H. K. Salinda Premadasa – Educational Technology & Society, 2024
Children born after 2010 are labelled as members of Generation Alpha, who currently pursue their primary education. Gamification and game-based learning methodologies have gained popularity in the global education sector in the recent past. The goal of this study is to investigate the present state of adopting gamification and game-based learning…
Descriptors: Gamification, Game Based Learning, Literature Reviews, Elementary School Students
Samah H. Almaki; Mnyero A. Gunda; Khairuddin Idris; Abdul Talib M. Hashim; Siti Rahaimah Ali – Interactive Learning Environments, 2024
Despite simulation games (SGs) being a novel pedagogical tool that can soundly represent real environments to enhance students' learning outcomes, knowledge, and skills, there is still a lack of an overview of the current theoretical understanding of using simulation games as a pedagogical method to develop K-12 learning outcomes. Taking an…
Descriptors: Literature Reviews, Content Analysis, Elementary Secondary Education, Computer Simulation
Videnovik, Maja; Vold, Tone; Kiønig, Linda; Madevska Bogdanova, Ana; Trajkovik, Vladimir – International Journal of STEM Education, 2023
Using games in education has the potential to increase students' motivation and engagement in the learning process, gathering long-lasting practical knowledge. Expanding interest in implementing a game-based approach in computer science education highlights the need for a comprehensive overview of the literature research. This scoping review aims…
Descriptors: Game Based Learning, Computer Science Education, Literature Reviews, Curriculum Implementation
Weitl-Harms, Sherri; Spanier, Adam; Hastings, John; Rokusek, Matthew – Journal of Cybersecurity Education, Research and Practice, 2023
Gamification in education presents a number of benefits that can theoretically facilitate higher engagement and motivation among students when learning complex, technical concepts. As an innovative, high-potential educational tool, many educators and researchers are attempting to implement more effective gamification into undergraduate coursework.…
Descriptors: Gamification, Undergraduate Students, Information Security, Game Based Learning
González-Fernández, Alberto; Revuelta-Domínguez, Francisco-Ignacio; Fernández-Sánchez, María Rosa – Education Sciences, 2022
Gamification allows for the implementation of experiences that simulate the design of (video) games, giving individuals the opportunity to be the protagonists in them. Its inclusion in the educational environment responds to the need to adapt teaching-learning processes to the characteristics of homo videoludens, placing value once again on the…
Descriptors: Instructional Design, Game Based Learning, Literature Reviews, Video Games
Liping Sun; Marjaana Kangas; Heli Ruokamo – Interactive Learning Environments, 2024
Intelligent game-based learning environments have developed and created dynamic, effective, and engaging learning experiences, serving as a tutoring framework for students of different educational levels. Although game-based features have recently been shown to have the potential to improve intelligent tutoring systems in these learning…
Descriptors: Game Based Learning, Literature Reviews, Intelligent Tutoring Systems, Influence of Technology
Martinez, Léa; Gimenes, Manuel; Lambert, Eric – Journal of Educational Computing Research, 2022
Entertainment video games are very popular among young audiences. Nevertheless, despite their potential to improve cognitive functioning, they are still studied rarely as a tool for digital game-based learning. To better understand video gaming practices' value in the classroom, this article provides a systematic review of literature on the effect…
Descriptors: Video Games, Game Based Learning, Literature Reviews, Second Language Learning
Gomez, Manuel J.; Ruipérez-Valiente, Jose A.; Clemente, Félix J. Garcia – IEEE Transactions on Learning Technologies, 2023
Technology has become an essential part of our everyday life, and its use in educational environments keeps growing. In addition, games are one of the most popular activities across cultures and ages, and there is ample evidence that supports the benefits of using games for assessment. This field is commonly known as game-based assessment (GBA),…
Descriptors: Literature Reviews, Game Based Learning, Evaluation Methods, Elementary Secondary Education
Ifeanyi Mbukanma; Madira Manganyi; Bhekithemba Vellem; Neliswa Gqoli – Research in Social Sciences and Technology, 2024
The aim of this study resonated with the pursuit of achieving enhanced engagement in teaching and learning that informs critical thinking, and knowledge retention among students. Despite the growing trend of technological integration in teaching and learning, however, there exists a lack of empirical evidence and comprehensive studies that…
Descriptors: Foreign Countries, Gamification, Game Based Learning, Learner Engagement
Abdul Ghani, Azril Shahreez; Abdul Rahim, Ahmad Fuad; Yusoff, Muhamad Saiful Bahri; Hadie, Siti Nurma Hanim – Research and Practice in Technology Enhanced Learning, 2022
The application of gamified elements to PBL to promote student engagement has not been systematically described. Hence, we conducted a review based on Arksey and O'Malley's five-stage scoping review framework, involving research question identification, relevant study identification, study selection, data charting, and result collating and…
Descriptors: Problem Based Learning, Educational Environment, Game Based Learning, Literature Reviews
Breien, Fredrik S.; Wasson, Barbara – British Journal of Educational Technology, 2021
Previous research shows that digital game-based learning (DGBL) can have positive effects on engagement, motivation and learning, and that using narratives may reinforce these effects. A systematic review identified 15 DGBL systems that report effects from their use of narratives. A gap in the field, however, is the lack of a common model to…
Descriptors: Game Based Learning, Learner Engagement, Student Motivation, Literature Reviews
Bereitschaft, Bradley – Journal of Geography in Higher Education, 2023
This paper presents a review of the literature on the use of commercially available city building games (CBGs), such as SimCity and Cities: Skylines, as learning tools in classroom instruction. Given the ubiquity and popularity of digital games, particularly among young people, instructors in a variety of fields and at various academic levels have…
Descriptors: Video Games, Game Based Learning, Geographic Concepts, Spatial Ability
Sukirman, Sukirman; Ibharim, Laili Farhana Md; Said, Che Soh; Murtiyasa, Budi – Informatics in Education, 2022
Research trends on computational thinking (CT) and its learning strategies are showing an increase. The strategies are varying, for example is using games to provide enjoyment, engagement, and experience. To improve the high level of immersion and presence of game objects, learning strategies through games can be improved by virtual reality (VR)…
Descriptors: Computation, Thinking Skills, Game Based Learning, Computer Simulation
Castillo-Parra, Byron; Hidalgo-Cajo, Byron Geovanny; Vásconez-Barrera, Milton; Oleas-López, Julio – World Journal on Educational Technology: Current Issues, 2022
Gamification is a learning technique that transfers the mechanics of games to the educational environment in order to achieve better pedagogical results mediated by technological tools, this technique is used as an alternative to the traditional teaching methodology that is increasingly used in higher education, which is why the objective of the…
Descriptors: Gamification, Higher Education, Literature Reviews, Game Based Learning