Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 8 |
Since 2016 (last 10 years) | 9 |
Since 2006 (last 20 years) | 9 |
Descriptor
Game Based Learning | 9 |
Introductory Courses | 9 |
Learner Engagement | 9 |
Student Attitudes | 7 |
Undergraduate Students | 6 |
Educational Games | 3 |
Teaching Methods | 3 |
Academic Achievement | 2 |
Comparative Analysis | 2 |
Correlation | 2 |
Instructional Effectiveness | 2 |
More ▼ |
Source
Interactive Learning… | 2 |
British Journal of… | 1 |
Educational Technology &… | 1 |
International Journal of… | 1 |
Journal of Computer Assisted… | 1 |
Journal of Educational… | 1 |
PRIMUS | 1 |
Teaching of Psychology | 1 |
Author
Alam, Md. I. | 1 |
Bledsoe, Robert S. | 1 |
Brown, Michael | 1 |
Cervato, Cinzia | 1 |
Chen, Liwen | 1 |
Colleen Stieler-Hunt | 1 |
Doleshal, B. | 1 |
Eshuis, Jannes | 1 |
Espinosa, Angel | 1 |
Goldey, Katherine L. | 1 |
Hew, Khe Foon | 1 |
More ▼ |
Publication Type
Journal Articles | 9 |
Reports - Research | 8 |
Reports - Descriptive | 1 |
Education Level
Higher Education | 9 |
Postsecondary Education | 9 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Sandra Elsom; Colleen Stieler-Hunt; Margaret Marshman – Interactive Learning Environments, 2024
Proponents of game-based learning see potential for the inclusion of Alternate Reality Games (ARGs) in higher education. Research has shown that an ARG can support the induction and socialisation of students but engagement in educational ARGs has been disappointing. We explored whether students could learn via an ARG embedded in curriculum: if…
Descriptors: Computer Simulation, Integrated Curriculum, Game Based Learning, Educational Games
Doleshal, B. – PRIMUS, 2023
This article presents an experience in teaching mathematical thinking through games in a math course for non-science majors. The course described here has run twice on the campus of Sam Houston State University and is a combination of escape room pedagogy and game-based pedagogy. From these courses, I note an increased engagement of students with…
Descriptors: Game Based Learning, Mathematics Education, Nonmajors, Cooperative Learning
Goldey, Katherine L.; Espinosa, Angel – Teaching of Psychology, 2021
Background: Many instructors use trivia-style review games to encourage self-testing, increase student engagement, and promote collaboration. However, most published examples of review games include trivia questions only, rather than activities that incorporate kinesthetic learning. Objective: We evaluate a review activity modeled after the game…
Descriptors: Psychology, Introductory Courses, Undergraduate Students, Student Attitudes
Chen, Liwen – Educational Technology & Society, 2023
The aim of this Q-study was to identify and categorize learners' learning styles and preferences with regard to the incorporation of gamification-enhanced activities in a partially flipped gamified classroom during a Taiwan university eighteen week's Introduction to Marketing course. Q-methodology was used because it identifies assorted viewpoints…
Descriptors: Cognitive Style, Flipped Classroom, Teaching Methods, Q Methodology
Bledsoe, Robert S.; Richardson, Deborah S. – International Journal of Teaching and Learning in Higher Education, 2022
Reacting to the Past (Reacting) is an active-learning pedagogy utilizing elaborate historical roleplaying games. This study examined the effect of Reacting on student academic self-efficacy, perspective taking, engagement, and perceived learning, and considered whether these outcomes were impacted by the type of role a student assumed. Students…
Descriptors: Active Learning, Teaching Methods, Role Playing, Instructional Effectiveness
Hummel, Hans G. K.; Nadolski, Rob J.; Eshuis, Jannes; Slootmaker, Aad; Storm, Jeroen – British Journal of Educational Technology, 2021
Introductory Psychology courses in Higher Education lack application of knowledge in solving work-based problems. We develop and study mini-games that support a more active and experiential way of learning to increase professional awareness. This paper describes the instructional design and the factors under study: learner control and…
Descriptors: Educational Games, Game Based Learning, Introductory Courses, Psychology
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
Imran, Hazra – Journal of Educational Computing Research, 2023
Adding gaming elements to conventional teaching methodologies has gained a lot of attention because of its ability to incorporate an engaging, motivating, and fun-based environment. As a result, learners' dedication and performance are also better. Unfortunately, current gamification models do not consider the effect of different levels of…
Descriptors: Introductory Courses, Game Based Learning, Learning Motivation, Learner Engagement
Huang, Biyun; Hew, Khe Foon; Lo, Chung Kwan – Interactive Learning Environments, 2019
In recent years, flipped learning has attracted much attention around the world. This instructional approach is appealing because it can free up class time for knowledge application activities with help from the instructor and peers. However, its implementation can be fraught with challenges. Student disengagement in out-of-class activities, for…
Descriptors: Game Based Learning, Blended Learning, Instructional Effectiveness, Undergraduate Students