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Jane Henriksen-Bulmer; Emily Rosenorn-Lanng; Stevie Corbin-Clarke; Samuel Ware; Davide Melacca; Lee-Ann Fenge – Interactive Learning Environments, 2024
Game-based learning can be a useful tool for increasing engagement in topics that are typically not related to games such as privacy and staying safe online, yet, very few games exist that look at how we can passively teach audiences how to stay safe online. This paper presents a bespoke board game about privacy, aimed at young people aged 16-25…
Descriptors: Game Based Learning, Teaching Methods, Privacy, Safety
Alonso-Fernández, Cristina; Calvo-Morata, Antonio; Freire, Manuel; Martínez-Ortiz, Iván; Fernández-Manjón, Baltasar – Interactive Learning Environments, 2023
Game Learning Analytics can be used to conduct evidence-based evaluations of the effect that serious games produce on their players by combining in-game user interactions and traditional evaluation methods. We illustrate this approach with a case-study where we conduct an evidence-based evaluation of a serious game's effectiveness to increase…
Descriptors: Educational Games, Learning Analytics, Game Based Learning, Computer Mediated Communication
Chen, Shing-lung; Liu, Yeu-Ting – Interactive Learning Environments, 2023
In the language learning literature, games often deal with foreign language vocabulary, but rarely with learning sentences, and barely with conversations. This study set out to examine the effects of game-based learning on foreign language learners' learning of sentences and discourse-level forms in the following settings: "learning with game…
Descriptors: Second Language Learning, Game Based Learning, Educational Games, Learning Motivation
Feyza Candan; Mehmet Basaran – Interactive Learning Environments, 2024
This research aims to examine the effects of Kahoot, a technology-based gamification tool, on the learning process. The research design is qualitative and uses meta-thematic analysis to analyze data collected through document analysis and content analysis of 40 studies. The results show that Kahoot has positive impacts on students' cognitive,…
Descriptors: Public School Teachers, Gamification, Educational Games, Technology Uses in Education
Hung-Yu Chan; Shu-Wei Liu; Huei-Tse Hou – Interactive Learning Environments, 2024
This study developed an online role-playing history education game with real-person NPCs (Non-Player Characters). The game features real people playing NPC characters, and provides a multi-dimensional scaffolding mechanism with realistic story and historical scenes, allowing learners to engage in strategic planning and problem solving during a…
Descriptors: Educational Games, Scaffolding (Teaching Technique), Electronic Learning, Play
Ebadi, Saman; Rasouli, Rezvan; Mohamadi, Mona – Interactive Learning Environments, 2023
Student response systems (SRS) have been used to provide teachers with immediate feedback on learners' performance to understand their weaknesses and strengths. This exploratory study is aimed at focusing on both distractive and facilitative aspects of using SRS in English as a foreign language (EFL) classes to assess learners' understanding of…
Descriptors: Foreign Countries, Undergraduate Students, Second Language Learning, English (Second Language)
Milkova, Eva; Pekarkova, Simona – Interactive Learning Environments, 2023
The presented study focuses on children aged from 5 to 6.5 who attend Czech kindergartens. Its purpose is to explore a potential positive impact of an educational game application on malleability of children's spatial skills through the application usage. The research was conducted as a pedagogical experiment in which the pre-test and post-test…
Descriptors: Spatial Ability, Kindergarten, Preschool Children, Educational Games
Liu, Min; Li, Chenglu; Pan, Zilong; Pan, Xin – Interactive Learning Environments, 2023
More research is needed on how to best use analytics to support educational decisions and design effective learning environments. This study was to explore and mine the data captured by a digital educational game designed for middle school science to understand learners' behavioral patterns in using the game, and to use evidence-based findings to…
Descriptors: Computer Games, Educational Games, Instructional Design, Instructional Effectiveness
Ruofei Zhang; Di Zou; Gary Cheng – Interactive Learning Environments, 2024
The chatbot has been increasingly applied and investigated in education, along with many review studies from different aspects. However, few reviews have been conducted on chatbot-assisted learning from the pedagogical and implementational aspects, which may provide implications for future application and investigation of educational chatbots. To…
Descriptors: Artificial Intelligence, Synchronous Communication, Computer Software, Teaching Methods
Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
Yildirim, Ibrahim; Sen, Sedat – Interactive Learning Environments, 2021
Whether gamification is an organized structure that contributes to student achievement, a simple pontification process or total nonsense is a matter of debate. In such, this study was conducted to provide a scientific answer while exhibiting the gamification effect on student achievement with the meta-analysis method, which is based on…
Descriptors: Game Based Learning, Academic Achievement, Meta Analysis, Effect Size
Yang, Kai-Hsiang – Interactive Learning Environments, 2017
It is widely accepted that the digital game-based learning approach has the advantage of stimulating students' learning motivation, but simply using digital games in the classroom does not guarantee satisfactory learning achievement, especially in the case of the absence of a teacher. Integrating appropriate learning strategies into a game can…
Descriptors: Educational Games, Electronic Learning, Mastery Learning, Learning Theories
Huang, Wenyeh; Ho, Jonathan C. – Interactive Learning Environments, 2018
Considering a company's limited time and resources, an effective training method that improves employees' ability to make ethical decision is needed. Based on social cognitive theory, this study proposes that employing games in an ethics training program can help improve moral reasoning through actively engaging learners. The experimental design…
Descriptors: College Students, Moral Values, Thinking Skills, Learning Strategies
Lin, Yi-Hui; Hou, Huei-Tse – Interactive Learning Environments, 2016
Researchers suggest that game-based learning (GBL) can be used to facilitate mathematics learning. However, empirical GBL research that targets young children is still limited. The purposes of the study is to develop a scenario-based digital game to promote children's route-planning ability, to empirically explore children's learning performance…
Descriptors: Foreign Countries, Case Studies, Educational Games, Mathematics Instruction
Chang, Shao-Chen; Hwang, Gwo-Jen – Interactive Learning Environments, 2017
In this study, a mission synchronization-based peer-assistance approach is proposed to improve students' learning performance in digital game-based learning activities. To evaluate the effectiveness of the proposed approach, an experiment has been conducted in an elementary school natural science course to examine the participants' learning…
Descriptors: Educational Games, Computer Games, Peer Relationship, Cooperative Learning
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