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Rosaline Tandiono – Education and Information Technologies, 2024
This study critically assesses Kahoot!'s effectiveness in enhancing student engagement in online learning environments, filling identified research gaps, such as theoretical gaps, online application challenges, and reliance on quantitative methods. Utilizing semi-structured interviews, it explores the impact of Kahoot! on student engagement,…
Descriptors: Gamification, Electronic Learning, Educational Games, Educational Technology
Anne van der Linden; Ralph F. G. Meulenbroeks; Wouter R. van Joolingen – Journal of Computer Assisted Learning, 2024
Background: Research on cognitive effects of educational games in general shows promising results. However, there are large variations in learning outcomes between individual educational games. Research on the design process and different design elements of educational games has led to some interesting directions, but some design aspects remain…
Descriptors: Scientific Principles, Mechanics (Physics), Educational Games, Science Education
Olajumoke Salami; Erica Dorethea Spangenberg – Journal of Mathematics Education at Teachers College, 2024
Playing mathematical games helps many senior secondary school students--especially girls--acquire basic mathematical skills, but it can be difficult. Thus, this study examined how gender-related mathematical gameplay affects secondary school students' performance. The design of the study was quasi-experimental. Purposively, a sample of fifty…
Descriptors: Educational Games, Game Based Learning, Secondary School Students, Mathematics Instruction
Sittichai Wichaidit; Patcharee R. Wichaidit – Journal of Pedagogical Research, 2024
Game-based learning has gained significant attention from educational researchers because of its ability to create an engaging and enjoyable learning environment for students. However, there was a research gap regarding the design of game mechanics that specifically helped students understand abstract scientific concepts. Also, the impact of…
Descriptors: Game Based Learning, Abstract Reasoning, Scientific Concepts, Biology
Andreas Giannakoulas; Stelios Xinogalos – Journal of Educational Computing Research, 2025
This study critically reviews sixteen empirical studies that investigate the various difficulties that primary school students encounter while learning programming through educational games. Specifically, the challenges that students face in understanding basic programming concepts and the game elements that contribute to these difficulties, as…
Descriptors: Elementary School Students, Elementary School Teachers, Programming, Game Based Learning
Yue Hu – Innovations in Education and Teaching International, 2024
Kahoot!, a game-based student response system, is increasingly being incorporated into classrooms to maintain student engagement, improve classroom dynamics, and enhance learning outcomes. However, empirical studies exploring how using Kahoot! affects university students' learning, particularly in China, are scant. This exploratory, one-group,…
Descriptors: Game Based Learning, Educational Games, Technology Uses in Education, Student Reaction
Jantakun, Thiti; Jantakoon, Thada – Higher Education Studies, 2021
The purposes of the research were 1) to design the Digital Educational Computer Games Environments Supporting Education (DECGE-SE) and 2) to evaluate the DECGE-SE. The research procedure was divided into two phases. The DECGE-SE as follows: (1) Learning: (1.1) Subject area, (1.2) Learning objectives/Player goals, (1.3) Learning Theories, (1.4)…
Descriptors: Computer Games, Educational Games, Game Based Learning, Instructional Effectiveness
Tornqvist, Dominicus; Wen, Lian; Tichon, Jennifer; Bai, Guangdong – Journal of Interactive Learning Research, 2021
There is a healthy research community focused on individual differences to tailor serious games for maximum effect for each person. But there is a comparative lack of research on the scalability of serious games for maximising knowledge saturation in a population. Scalability is critical in many real applications. The authors detail this neglected…
Descriptors: Educational Games, Individual Differences, Learning Processes, Discovery Learning
Xiao-Rong Guo; Si-Yang Liu; Shao-Ying Gong; Yang Cao; Jing Wang; Yan Fang – Education and Information Technologies, 2024
To enhance the effectiveness of educational games, researchers have advocated adding learning supports in educational games, but this may come at the cost of disrupting the learning experience. Embedding virtual companions to provide learning supports may be an effective solution that naturally integrates learning supports into the game. However,…
Descriptors: Educational Games, Mathematics Education, Middle School Students, Psychological Patterns
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
von Leipzig, Tanja; Lutters, Eric; Hummel, Vera; Schutte, Cornè – International Journal of Game-Based Learning, 2022
Dynamic personalization of learning trajectories that integrate different perspectives and variable scenarios is a viable way to improve the effectiveness and efficiency of training and education. Serious games offer a designated platform for this, by aggregating learner interactions, and using these to dynamically configure, adjust and tailor the…
Descriptors: Educational Games, Game Based Learning, Individualized Instruction, Instructional Design
Alvie Faustino Diaz; Henrilyn Estoque-Loñez – International Journal of Education in Mathematics, Science and Technology, 2024
Gamification is an educational strategy that makes learning fun and keeps students interested in learning, which helps them learn more and grow their knowledge. However, given its growing popularity, it is necessary to review empirical studies regarding gamification in education as an intervention for an effective teaching and learning process.…
Descriptors: Meta Analysis, Game Based Learning, Educational Games, Teaching Methods
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
Mattlin, Mikael – Journal of Political Science Education, 2021
This article explores the hidden educational potential in the board game "Diplomacy." While commonly recognized as a good low-cost negotiation simulation and a useful teaching platform, the original game version over-emphasizes the conflictual nature of international relations and presents an image of international relations that is not…
Descriptors: Political Science, Teaching Methods, Educational Games, International Relations