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Nathalie Barz; Manuela Benick; Laura Dörrenbächer-Ulrich; Franziska Perels – Review of Educational Research, 2024
Digital game-based learning (DGBL) interventions can be superior to traditional instruction methods for learning, but previous meta-analyses covered a huge period and included a variety of different target groups, limiting the results' transfer on specific target groups. Therefore, the aim of this meta-analysis is a theory-based examination of…
Descriptors: Game Based Learning, Video Games, Outcomes of Education, Teaching Methods
Declan Andrew McClintock – ProQuest LLC, 2024
Serious games research shows that games can increase engagement and improve learning outcomes over traditional instruction, but the impact of specific elements of serious games has yet to be fully explored across many contexts. Additionally, many existing intervention studies omit the details of the game design and development theory that informed…
Descriptors: Outcomes of Education, Game Based Learning, Intervention, Design
Ricardo Marcos; André Gomes; Marta Santos; António Coelho – Anatomical Sciences Education, 2025
Histology is a preclinical subject transversal in medical, dental, and veterinary curricula. Classical teaching approaches in histology are often undermined by lower motivation and engagement of students, which may be addressed by innovative learning environments. Herein, we developed a serious game approach and compared it with a classical…
Descriptors: Veterinary Medical Education, Game Based Learning, Gamification, Learner Engagement
Rowan C. Martindale; Barbara Sofia Sulbaran Reyes; Sinjini Sinha; North Cooc – Journal of Geoscience Education, 2024
Educational geoscience games have been increasing in popularity because they promote learning through amusement and encourage students to engage with topical material and each other. Here we describe a new board game, "Reef Survivor", and its use as an instructional tool in undergraduate classes. The educational objective is to teach…
Descriptors: Undergraduate Students, Public Schools, Educational Games, Ecology
Chun-Yen Tsai; Yun-An Chen; Fu-Pei Hsieh; Min-Hsiung Chuang; Chien-Liang Lin – Journal of Educational Computing Research, 2024
In higher education, it is challenging to cultivate non-computer science majors' programming concepts. This study used the GAME model (gamification, assessment, modeling, and enquiry) in a programming education course to enhance undergraduates' self-efficacy and performance of basic programming concepts. There were 83 undergraduates taking part in…
Descriptors: Programming, Undergraduate Students, Self Efficacy, Gamification
Ibrahim Abba Mohammed; Oluwole Caleb Falode; Ibrahim Ismaila Kuta; Ahmed Bello – Education and Information Technologies, 2024
The COVID-19 pandemic kick-started a new paradigm shift in the way and manner teaching and learning takes place on the global scale due to the lockdown that succeeded in shutting down school activities. As a result, most institutions turned to technology supported e-learning as against the traditional face-to-face teaching and learning in order to…
Descriptors: Game Based Learning, Educational Technology, Academic Achievement, Achievement Tests
Gihan S. Edirisinghe; Maria A. M. Trindade; Lan Luo – Decision Sciences Journal of Innovative Education, 2024
The COVID-19 pandemic forced instruction into remote formats, rendering active learning efforts in business classrooms infeasible. In response, we adopt a novel model for interactive classroom activities by hosting classroom games on Google Sheets, the free and widely used cloud-based spreadsheet application. First developed for a synchronous Zoom…
Descriptors: Internet, Computer Software, Interaction, Computer Mediated Communication
Ninaus, Manuel; Cortez, Rodolpho; Hazin, Izabel; Kiili, Kristian; Wortha, Silke M.; Klein, Elise; Weiss, Elisabeth M.; Moeller, Korbinian – Educational Technology Research and Development, 2023
Even though game elements can increase motivation and engagement, they also might distract learners and thereby decrease performance and learning outcomes. In the current study, we investigated the effects of intrinsically integrated game elements on performance and learning outcomes. In a pre-post training study, 85 adult participants were…
Descriptors: Adults, Game Based Learning, Computation, Outcomes of Education
Belén Ramírez de Arellano Falcón; Javier del Olmo-Muñoz; Ramón Cózar-Gutiérrez; José Antonio González-Calero – Asia Pacific Education Review, 2025
Computational thinking is becoming an essential skill in educational systems. There is, however, still a great deal to learn about it. This research aims to evaluate whether the inclusion of a specific material (Junior School Bebras Cards) favors the development of primary students' computational thinking skills. For this purpose, 37 fourth-grade…
Descriptors: Thinking Skills, Computer Science Education, Game Based Learning, Outcomes of Education
Tikva, Christina; Tambouris, Efthimios – Education and Information Technologies, 2023
Teaching and learning Computational Thinking (CT) is at the forefront of educational interest. In the process of teaching and learning CT, learning strategies and tools play an important role. Efforts have been made to apply several learning strategies for teaching Computational Thinking. Among them, game-based learning and scaffolding are widely…
Descriptors: Programming, Game Based Learning, Computation, Thinking Skills
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
Bima Prakarsa Arzfi; Maria Montessori; Rusdinal – Educational Process: International Journal, 2025
Background/purpose: The study addresses the challenge of integrating technology into Pancasila Education in Indonesian primary schools. Despite schools having technological facilities, teachers still rely on conventional teaching materials. The research aims to develop and validate digital game-based learning materials using the Lumio by Smart…
Descriptors: Outcomes of Education, Game Based Learning, Educational Technology, Computer Games
Ritzhaupt, Albert D.; Huang, Rui; Sommer, Max; Zhu, Jiawen; Stephen, Anita; Valle, Natercia; Hampton, John; Li, Jingwei – Educational Technology Research and Development, 2021
The purpose of this study was to examine the effects of gamification used in formal educational settings on student affective and behavioral outcomes. Using systematic procedures to identify and screen the manuscripts across 18 academic databases, we identified 13 studies with behavioral outcomes and 19 studies with affective outcomes employing…
Descriptors: Meta Analysis, Game Based Learning, Outcomes of Education, Affective Behavior
Lincenberg, Jordan; Eynon, Rebecca – Review of Education, Pedagogy & Cultural Studies, 2023
The use of video games in schools is not new. However, classroom use of video games may be poised for a dramatic shift as billion dollar video game franchises such as "Assassin's Creed" and "Minecraft" continue to invest in features aimed at facilitating the use of these games for education (Egbert & Borysenko, 2018;…
Descriptors: Video Games, Teacher Role, Personal Autonomy, Game Based Learning
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