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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
Thitima Srivatanakul – Journal of Cybersecurity Education, Research and Practice, 2024
Gamification, including game-based learning (GBL), is a widely recognized pedagogical approach used for imparting and reinforcing cybersecurity knowledge and skills to learners. One innovative form of GBL gaining popularity across various educational levels, from secondary schools to professional development, is escape room-style education. This…
Descriptors: Computer Security, Problem Solving, Gamification, Undergraduate Students
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
Kevin McLaughlin – ProQuest LLC, 2023
The emerging impact of gamification in the field of education has generated several possible avenues for enhancing learning outcomes and raised a large number of as-yet unanswered questions as to the effectiveness of different gamification techniques in different contexts. This quantitative survey study examines the impact of gamification on…
Descriptors: Computer Science Education, Computer Security, Information Security, Game Based Learning
Sohrabi, Tayebeh – Brock Education: A Journal of Educational Research and Practice, 2021
This study examined the effects of group games on female elementary students' cooperation skills. Two classes of elementary female students were assigned as an experimental or a control group. The study used a quasi-experimental method for the evaluation and comparison of cooperation development and administered the Measurement of…
Descriptors: Play, Interpersonal Competence, Cooperation, Elementary School Students
Nkadimeng, Mahlatse; Ankiewicz, Piet – Journal of Science Education and Technology, 2022
Video games are a medium most students are familiar with; thus, they can be used as educational tools to meet the needs of twenty-first-century students. Given the popularity of video games with teenagers, they can be incorporated as educational tools in the science classroom. However, the affordances of using Minecraft Education (Minecraft…
Descriptors: Video Games, Game Based Learning, Junior High School Students, Science Instruction
Linlin Li; Kylie Flynn; Chun-Wei Huang; Ruchita Patel; Kim Luttgen – Society for Research on Educational Effectiveness, 2023
Background/Context: Research has shown that students with strong social-emotional skills demonstrate greater motivation to learn, have more positive attitudes toward school, participate more actively in activities, and show better academic performance than students with social-emotional challenges (Gresham et al., 2020; Kostelnik et al. 2015).…
Descriptors: Elementary School Students, Grade 3, Social Emotional Learning, Educational Games
An, Yunjo – International Journal of Technology in Education, 2020
Gamification has been used in a variety of settings, including business, healthcare, and education. Although there are successful gamification examples, many gamification projects fail due to poor design. Despite the importance of thoughtful design of gamification, previous research on gamification in education has not paid sufficient attention to…
Descriptors: Teaching Methods, Instructional Design, Competition, Game Based Learning
Celikturk, Halenur; Tilfarlioglu, Filiz Yalcin – Journal on English Language Teaching, 2020
This study aims to answer whether there is a relation between various competition games played in ELT (English Language Teaching) classrooms and sympathetic tendency of EFL (English as a Foreign Language) learners towards English lesson. The study was carried on 302 participants consisting of 9th grade students from a high school, Gaziantep. The…
Descriptors: Emotional Intelligence, Social Cognition, Empathy, English (Second Language)
Duncan, Keri J. – TechTrends: Linking Research and Practice to Improve Learning, 2020
This mixed-methods study examined student engagement and the development of twenty-first-century learning skills of collaboration, communication, creativity and critical thinking for Grade 3 students who used immersive game-based learning activities using Breakout EDU strategies compared to students who used traditional small-group methods. BOEDU…
Descriptors: Educational Technology, Technology Uses in Education, 21st Century Skills, Cooperation
Qian, Meihua; Clark, Karen – AERA Online Paper Repository, 2016
Both 21st century skills and game-based learning have been gaining an enormous amount of attention from researchers and practitioners. While some researchers are trying to develop educational games in hopes of promoting students' 21st century skill development in schools, little has been understood regarding the positive impact of games on…
Descriptors: Game Based Learning, 21st Century Skills, Learning Theories, Skill Development