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Jamshidifarsani, Hossein; Tamayo-Serrano, Paul; Garbaya, Samir; Lim, Theodore – Journal of Computer Assisted Learning, 2021
Training design for automatic skills has a vast domain of application, such as education, physical and cognitive rehabilitation, as well as sports, arts and professional training. Gamification concept used in technology-assisted training has the potential to increase motivation, engagement and adherence to the training programme. Currently, the…
Descriptors: Game Based Learning, Models, Computer Assisted Instruction, Task Analysis
Tsay, Crystal Han-Huei; Kofinas, Alexander K.; Trivedi, Smita K.; Yang, Yang – Journal of Computer Assisted Learning, 2020
Learners in the higher education context who engage with computer-based gamified learning systems often experience the novelty effect: a pattern of high activity during the gamified system's introduction followed by a drop in activity a few weeks later, once its novelty has worn off. We applied a two-tiered motivational, online gamified learning…
Descriptors: Higher Education, College Students, Computer Games, Game Based Learning
Magana, Alejandra J.; Hwang, Jisoo; Feng, Shi; Rebello, Sanjay; Zu, Tianlong; Kao, Dominic – Journal of Computer Assisted Learning, 2022
Background: Previous work has identified that the benefits of learning with videogames and learning from simulations. However, recent meta-analytic work has also identified that little research directly compares learning with videogames and learning with simulations. Objectives: This study examines two learning technologies and their corresponding…
Descriptors: Computer Simulation, Computer Games, Video Games, Inquiry
Alam, Md. I.; Malone, Lauren; Nadolny, Larysa; Brown, Michael; Cervato, Cinzia – Journal of Computer Assisted Learning, 2023
Background: The substantial growth in gamification research has connected gamified learning to enhanced engagement, improved performance, and greater motivation. Similar to gamification, personalized learning analytics dashboards can enhance student engagement. Objectives: This study explores the student experiences and academic achievements using…
Descriptors: Academic Achievement, Game Based Learning, Introductory Courses, STEM Education
Deng, Li; Wu, Shaoyang; Chen, Yumeng; Peng, Zhengmei – Journal of Computer Assisted Learning, 2020
This study examined the perceptions and experiences of a teacher and students in a Shanghai public primary school when digital games were used in a second-grade math class. The participants included one teacher and 45 students. Data collection methods included classroom observation, focus-group and individual interviews, and document analysis.…
Descriptors: Foreign Countries, Elementary School Students, Grade 2, Mathematics Education