Publication Date
In 2025 | 0 |
Since 2024 | 2 |
Since 2021 (last 5 years) | 6 |
Since 2016 (last 10 years) | 6 |
Since 2006 (last 20 years) | 6 |
Descriptor
Game Based Learning | 6 |
Instructional Effectiveness | 6 |
Learning Experience | 6 |
Student Attitudes | 3 |
Comparative Analysis | 2 |
Computer Games | 2 |
Educational Technology | 2 |
Electronic Learning | 2 |
Gamification | 2 |
Learner Engagement | 2 |
Student Motivation | 2 |
More ▼ |
Source
Advances in Physiology… | 1 |
Educational Psychology | 1 |
Educational Technology &… | 1 |
Interactive Learning… | 1 |
Society for Research on… | 1 |
Technology, Knowledge and… | 1 |
Author
Alec M. Bodzin | 1 |
Hee Jin Bang | 1 |
Hew, Khe Foon | 1 |
Huang, Biyun | 1 |
Huei-Tse Hou | 1 |
Krishna Mohan Surapaneni | 1 |
Linlin Li | 1 |
Mingyu Feng | 1 |
Robson M. Araujo-Junior | 1 |
Squire, Nikki | 1 |
Yu-Cheng Lin | 1 |
More ▼ |
Publication Type
Journal Articles | 5 |
Reports - Research | 5 |
Information Analyses | 1 |
Tests/Questionnaires | 1 |
Education Level
Postsecondary Education | 4 |
Higher Education | 3 |
Early Childhood Education | 1 |
Elementary Education | 1 |
Grade 1 | 1 |
Junior High Schools | 1 |
Kindergarten | 1 |
Middle Schools | 1 |
Primary Education | 1 |
Secondary Education | 1 |
Audience
Location
California | 1 |
Illinois | 1 |
Taiwan | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Krishna Mohan Surapaneni – Advances in Physiology Education, 2024
Diving into the realm of game-based learning, the "CARBGAME" (CARd & Board GAmes in Medical Education) is an innovative series of games that reimagines the way medical students learn complex but essential chapters. In the pilot study, there was a highly significant improvement in the academic performance of students in the chapter…
Descriptors: Gamification, Medical Education, Active Learning, Biochemistry
Yu-Cheng Lin; Huei-Tse Hou – Educational Psychology, 2023
The research objective of this study is to understand the effects of different types of learning scaffolding on learning effectiveness, flow, anxiety, motivation, and emotions. The research design was to divide the 96 students into three groups: mobile scaffolding game-based learning group, general game-based learning group, and video learning…
Descriptors: Scaffolding (Teaching Technique), Game Based Learning, Instructional Effectiveness, Learning Experience
Squire, Nikki – Technology, Knowledge and Learning, 2023
Digital game-based learning (DGBL) is becoming a prominent innovative approach used in higher education to gamify the learning experience. Research studies using DGBL as a framework for game design has shown promising results in increasing student engagement, motivation, interaction, satisfaction, and most of all, learning outcomes among…
Descriptors: Undergraduate Students, Game Based Learning, Audience Response Systems, Distance Education
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
Linlin Li; Mingyu Feng; Hee Jin Bang – Society for Research on Educational Effectiveness, 2023
Background/Context: Mathematics education, especially at early grade levels, continues to be an important focus for national education improvement efforts, and more districts are introducing technology as part of their solution. Along with increasing consistent delivery of personalized and individualized learning to students, technology- and…
Descriptors: Mathematics Skills, Skill Development, Game Based Learning, Elementary School Students
Huang, Biyun; Hew, Khe Foon – Educational Technology & Society, 2021
A design-based study was conducted in iterative cycles to test the effectiveness of the updated goal-access-feedback-challenge-collaboration (updated-GAFCC) gamification design model. The test-bed was a 10-week undergraduate introductory information management course. Students from three consecutive school years participated in the study, with the…
Descriptors: Computer Games, Feedback (Response), Comparative Analysis, Undergraduate Students