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Showing 1 to 15 of 32 results Save | Export
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Daniel Escanez-Exposito; Javier Correa-Marichal; Pino Caballero-Gil – IEEE Transactions on Education, 2024
Quantum computing is an emerging and quickly expanding domain that captivates scientists and engineers. Recognizing the limitations of conventional educational approaches in adequately preparing individuals for their incursion in this area, this research introduces a novel board game called "Qubit: The Game," whose objective is twofold:…
Descriptors: Game Based Learning, Art Education, STEM Education, Competence
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Mavroudi, Anna; Almeida, Teresa; Frennert, Susanne; Laaksolahti, Jarmo; Viberg, Olga – Education and Information Technologies, 2022
The importance of providing mechanisms and tools that effectively support the transition from implicit to explicit representations of Learning Design has been emphasised by previous research in the field of Technology-Enhanced Learning (TEL). In addition, the benefits of Game-based learning approaches have been long documented in the educational…
Descriptors: Game Based Learning, Technology Uses in Education, Educational Games, Instructional Design
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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
Bisz, Joe; Mondelli, Victoria L. – Teachers College Press, 2023
Every educator's imaginative instincts will be guided by this book's practical design method, which harnesses the power of play for student learning. Teachers from all disciplines and levels can create a full spectrum of engaging exercises through the authors' six accessible ALLURE steps: (1) Ask where to apply the play; (2) List the mental moves;…
Descriptors: Design, Active Learning, Educational Games, Game Based Learning
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Bakhsh, Khuda; Hafeez, Muhammad; Shahzad, Shumaila; Naureen, Bushra; Faisal Farid, Muhammad – Journal of Education and e-Learning Research, 2022
Digital game-based learning strategy is now widely used in various fields such as education, marketing and advertising. This learning strategy has attracted great attention from scholars and practitioners in recent years due to its effectiveness in various educational fields. As more research studies favored the constructive impact of games on the…
Descriptors: Game Based Learning, Electronic Learning, Educational Games, Learning Strategies
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Oksana, Holiuk; Kateryna, Kruty; Iryna, Desnova; Olena, Blashkova; Neonila, Korylchuk – Journal of Curriculum and Teaching, 2022
This article discussed the trends and features of the formation of digital competence of future teachers through virtual games such as Kahoot and Quizlet. The purpose of this article was to identify modern features of the use of virtual games in the educational process of future teachers in European Union. To achieved this goal, an analytical…
Descriptors: Educational Games, Foreign Countries, Higher Education, Technological Literacy
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Fátima Monteiro; Armando Sousa – Journal of Applied Research in Higher Education, 2024
Purpose: The purpose of the article is to develop an innovative pedagogic tool: an escape room board game to be played in-class, targeting an introduction to an ethics course for engineering students. The design is student-centred and aims to increase students' appreciation, commitment and motivation to learning ethics, a challenging endeavour for…
Descriptors: Ethics, Engineering Education, Educational Innovation, Teaching Methods
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Lei, Hao; Wang, Chenxin; Chiu, Ming Ming; Chen, Shuangye – Journal of Computer Assisted Learning, 2022
Background: Researchers debate whether game-based learning (GBL) affects students' achievement emotions, as past studies yielded mixed results. Objectives: This study determines the overall effect of GBL on students' positive achievement emotion and their negative achievement emotions (PAEs, NAEs), along with their moderators. Methods: This…
Descriptors: Educational Games, Academic Achievement, Psychological Patterns, Meta Analysis
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Sandra Elsom; Colleen Stieler-Hunt; Margaret Marshman – Interactive Learning Environments, 2024
Proponents of game-based learning see potential for the inclusion of Alternate Reality Games (ARGs) in higher education. Research has shown that an ARG can support the induction and socialisation of students but engagement in educational ARGs has been disappointing. We explored whether students could learn via an ARG embedded in curriculum: if…
Descriptors: Computer Simulation, Integrated Curriculum, Game Based Learning, Educational Games
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Zhitian Skylor Zhang; Martina Seemann; Richard Joos; Markus Suren; Helge Fischer; Mathias Hofmann – Journal of Creative Behavior, 2025
Given the increasing emphasis on game-based approaches (GBAs) and the critical importance of cultivating creativity, there is an urgent need for a comprehensive examination of this emerging interdisciplinary field. The present study employs a scoping review methodology to provide an overview of the existing research that utilized GBAs as a means…
Descriptors: Creativity, Teaching Methods, Game Based Learning, Interdisciplinary Approach
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Yu-Cheng Lin; Huei-Tse Hou – Asia-Pacific Education Researcher, 2024
Strategic planning is a key competency for business management education. This study designed a dual scaffold-oriented strategy planning board game based on cognitive scaffolding and peer scaffolding and combined it with a real-time checking mechanism using mobile technology. The 68 university students were divided into an experimental group for…
Descriptors: Educational Games, Design, Strategic Planning, Evaluation Methods
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Agbo, Friday Joseph; Oyelere, Solomon Sunday; Suhonen, Jarkko; Laine, Teemu H. – Education and Information Technologies, 2021
Understanding the principles of computational thinking (CT), e.g., problem abstraction, decomposition, and recursion, is vital for computer science (CS) students. Unfortunately, these concepts can be difficult for novice students to understand. One way students can develop CT skills is to involve them in the design of an application to teach CT.…
Descriptors: Instructional Design, Game Based Learning, Computation, Thinking Skills
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Robert Jesiolowski; Monique Jesiolowski – International Society for Technology, Education, and Science, 2023
Today more than ever before, we have access to new technologies which provide unforeseen opportunities for educators to pursue new innovations in online education. Pursuing innovation is a complex process! It starts with an idea, but that needs to be coupled with the right team of experts willing to take big risks and put in the hard work to build…
Descriptors: Game Based Learning, Computer Games, Educational Games, Artificial Intelligence
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Gupta, Poornima; Goyal, Preeti – International Journal of Educational Management, 2022
Purpose: The purpose of this paper is to design and incorporate gamebased pedagogy grounded in self-determination theory (SDT) for a higher education course in a business school program. Design/methodology/approach: The study evaluates the learning outcomes of students from higher education in gamified and non-gamified contexts. The study was…
Descriptors: Game Based Learning, Self Determination, Higher Education, Teaching Methods
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Sandy I-Ching Wang; Li-Ping Chiu; Eric Zhi-Feng Liu – Eurasian Journal of Applied Linguistics, 2023
Traditional approaches to English language learning, which focused on grammar rules, vocabulary memorization, and rote learning, must be replaced with innovative methods of teaching. This study explored the integration of board games as an alternative English language teaching method. By making use of mixed method research design, the study…
Descriptors: Educational Games, Teaching Methods, English (Second Language), Second Language Learning
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