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Showing 1 to 15 of 35 results Save | Export
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Bima Prakarsa Arzfi; Maria Montessori; Rusdinal – Educational Process: International Journal, 2025
Background/purpose: The study addresses the challenge of integrating technology into Pancasila Education in Indonesian primary schools. Despite schools having technological facilities, teachers still rely on conventional teaching materials. The research aims to develop and validate digital game-based learning materials using the Lumio by Smart…
Descriptors: Outcomes of Education, Game Based Learning, Educational Technology, Computer Games
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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
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Simon-Jones, L.; Jankoski, J. A. – Journal on Excellence in College Teaching, 2022
The effectiveness of embedding commercial video games into higher education humanities classrooms for the purpose of improving undergraduate students' analytical skills was examined through a single game case study. This collaborative study utilized the PlayStation game "Doki Doki Universe"™ to address methods of game implementation,…
Descriptors: Video Games, Humanities, Undergraduate Students, Academic Achievement
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Fernando Almeida; Zoltan Buzady – Technology, Knowledge and Learning, 2024
This study explores the contribution of serious game teaching technology, such as FLIGBY, to the development of entrepreneurial learning outcomes in the context of an entrepreneurship course in higher education. The sample is composed of 551 students through the construction of a randomized pretest-posttest control group. A quantitative…
Descriptors: Entrepreneurship, Outcomes of Education, Comparative Analysis, Game Based Learning
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Wu, Ting-Ting; Sung, Tien-Wen – Interactive Learning Environments, 2023
Social science education aims to enable people to acquire the knowledge and abilities necessary to lead a normal social life. However, social science is often neglected in basic education compared with languages and mathematics, thus affecting students' learning motivation and achievements. In this study, a digital game-based review system was…
Descriptors: Game Based Learning, Outcomes of Education, Elementary School Students, Social Sciences
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Xiaoli Huang; Wei Xu; Ruijia Liu – International Journal of Distance Education Technologies, 2025
This article presents a meta-analysis of the existing literature using Stata 18.0, focusing on the effects of ITSs on learning attitudes, knowledge acquisition, learner motivation, performance, problem-solving skills, test scores, and educational outcomes across different countries and educational levels (k = 30, g = 0.86). The findings suggest…
Descriptors: Intelligent Tutoring Systems, Outcomes of Education, Learning Motivation, Student Attitudes
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Seyyed Ali Ostovar-Namaghi; Mostafa Morady Moghaddam; Elahe Rad – Asia Pacific Education Review, 2024
This study investigates the effect of interactive games on improving reading comprehension skills and attitudes toward games among Iranian learners of English as a foreign language. In this quantitative study, the participants in the control group received reading comprehension instruction through traditional models of teaching reading while the…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Educational Games
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Feliciano-Semidei, Ricela; Wu, Ke; Chaphalkar, Rachel M. – Journal of University Teaching and Learning Practice, 2022
This study developed a teaching module that incorporated the Monty Hall problem to introduce conditional probability in a college introductory statistics course. This teaching module integrated a guess -- experiment -- discussion approach with game-based instruction. The researchers piloted this module and made modifications. The work of 20…
Descriptors: Teaching Methods, Undergraduate Students, Statistics Education, Introductory Courses
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Harun Sitompul; Retno Sayekti; Sri Rahmah Dewi Saragih; Salminawati – Canadian Journal of Learning and Technology, 2023
The use of game in education has been evidenced to improve students' engagement in learning. However, much research shows that the use of game in learning is only effective for high school students, while its use for students of higher education is limited. Research on game in education has predominantly been occupied by Kahoot! while Quizizz has…
Descriptors: Student Attitudes, Educational Technology, Higher Education, Game Based Learning
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van Gaalen, A. E. J.; Brouwer, J.; Schönrock-Adema, J.; Bouwkamp-Timmer, T.; Jaarsma, A. D. C.; Georgiadis, J. R. – Advances in Health Sciences Education, 2021
Gamification refers to using game attributes in a non-gaming context. Health professions educators increasingly turn to gamification to optimize students' learning outcomes. However, little is known about the concept of gamification and its possible working mechanisms. This review focused on empirical evidence for the effectiveness of gamification…
Descriptors: Game Based Learning, Allied Health Occupations Education, Literature Reviews, Instructional Effectiveness
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Sercemeli, Murat; Baydas Onlu, Ozlem – Education and Information Technologies, 2023
The study aims to examine student emotions and behavior in a Gamified Learning Environment (GLE) in detail. In the study, in order to reveal the behavior (dynamics) and feelings (emotions) that emerge within the framework of the mechanics applied in the GLE process, it is within the scope of the main objectives of the study to determine how…
Descriptors: Accounting, Teaching Methods, Game Based Learning, Outcomes of Education
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Jia-Hua Zhao; Patcharin Panjaburee; Gwo-Jen Hwang; Wararat Wongkia – Interactive Learning Environments, 2024
Scholars have suggested English classrooms with sufficient context and fun activities to increase English performance and promote learning motivation. With the rapid growth of technology-enhanced learning, virtual reality (VR) has become increasingly popular in English learning. Using VR without a well-designed learning environment, however, may…
Descriptors: Foreign Countries, Metacognition, Game Based Learning, Computer Simulation
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Nur Lailatur Rofiah; Budi Waluyo – Teaching English with Technology, 2024
The present study investigated the effects of gamified grammar and vocabulary learning using Kahoot!, Quizizz, and Quizlet on learning performance, motivation, enjoyment, anxiety, and classroom dynamics and engagement in an English course. The investigation also involved the effects of gamified learning on gender, proficiency, and learning…
Descriptors: Vocabulary Development, Teaching Methods, English (Second Language), Second Language Learning
Ayman Alzaid – ProQuest LLC, 2023
As computer games become integral to students' learning experiences, this dissertation investigates the impact of educational game-based learning on mathematical outcomes and attitudes among elementary school students. Employing data science techniques, including statistical approaches and quantitative analysis through data mining of gameplay data…
Descriptors: Computer Games, Outcomes of Education, Game Based Learning, Mathematics Instruction
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Zamzami Zainuddin – Asia Pacific Education Review, 2024
Increasing student engagement and improving learning outcomes are ongoing issues in higher education worldwide. These issues were particularly pertinent during the COVID-19 pandemic when remote learning was selected as the primary instructional learning setting. This study aims to assess the impact of gamification-based quiz instruction in driving…
Descriptors: Game Based Learning, Distance Education, Videoconferencing, Outcomes of Education
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