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Thitima Srivatanakul – Journal of Cybersecurity Education, Research and Practice, 2024
Gamification, including game-based learning (GBL), is a widely recognized pedagogical approach used for imparting and reinforcing cybersecurity knowledge and skills to learners. One innovative form of GBL gaining popularity across various educational levels, from secondary schools to professional development, is escape room-style education. This…
Descriptors: Computer Security, Problem Solving, Gamification, Undergraduate Students
Hatice Kübra Isik; Aysegül Liman Kaban – Journal of Educational Technology and Online Learning, 2025
Educational digital escape games (EDEGs) are digital versions of escape rooms where players solve puzzles and complete challenges to achieve educational goals. This study investigates the effects of EDEGs on the academic achievement and motivation of elementary school students in mathematics. Using an explanatory sequential mixed-method design, 45…
Descriptors: Grade 3, Elementary School Students, Teaching Methods, Student Motivation
Keziah J. Tinkle-Williams – ProQuest LLC, 2022
The purpose of this qualitative, descriptive scientific phenomenological study was to explore what it is like for a community college student to experience group dynamics in a team-based gamified learning environment in the Southwestern U.S. Although the student or "player" experience is at the center of a gamified curriculum, it is not…
Descriptors: Game Based Learning, Teamwork, Group Dynamics, Community College Students
José Alexis Alonso-Sánchez; Juan L. Núñez Alonso; Elisa Santana-Monagas – TechTrends: Linking Research and Practice to Improve Learning, 2025
Teachers are generally focused on optimizing the teaching-learning process and fostering high levels of student engagement, participation, and motivation. To address this challenge, this work presents a gamification experience implemented to teach content related to family involvement and educational programs in two courses--one at master's degree…
Descriptors: Gamification, Masters Programs, Undergraduate Study, College Students
Alison M. Hill; Nicholas J. Harmer – Journal of Chemical Education, 2023
Gamification has a strong track record of improving student engagement and learning in the chemical sciences. Meta-analyses of different approaches to gamification have highlighted that providing a game fiction, encouraging students to work in teams, and breaking games into smaller "quests" are particularly effective. Here, we aimed to…
Descriptors: Foreign Countries, Undergraduate Students, Chemistry, Science Instruction
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
Seremet, Mehmet; Haigh, Martin; Cihangir, Emine – Journal of Geography in Higher Education, 2021
Geocapabilities developed during team project-based fieldwork add value to Tourism Geography service modules in professional Tourism and Hospitality Management curricula. This article is based on a case-study in Turkish Higher Education. Here, variations on the Prisoner's Dilemma were used to confront learners with some 'wicked problems' they may…
Descriptors: Thinking Skills, Problem Solving, Teamwork, Group Dynamics
Kristen M. Brown; Julianne Perretta; Geoffrey Miller; Gregory Gilbert; Mindi Anderson; Catherine Horvath; Nancy Sullivan; Justin Jeffers; Sandra Swoboda; Nicole Shilkofski; Dierra Green; Shawna Mudd – Journal of Interactive Learning Research, 2023
Background: Current methods for interprofessional education (IPE) incorporating simulation for team training poses challenges. Frequent challenges to traditional approaches include adequate time, resources, simulation space, equipment, and trained faculty. Multi-player virtual reality (VR) may be a solution. Methods: A quantitative,…
Descriptors: Professional Education, Interprofessional Relationship, Medical Students, Nursing Students
An, Yunjo – Educational Process: International Journal, 2021
Background/purpose: This study examined how team-based gamified learning influenced students' attitudes towards the gamification of learning, online collaboration, and competition. Furthermore, the study explored what factors contributed to the students' positive or negative experiences with gamified learning. Materials/methods: Game elements used…
Descriptors: Teamwork, Game Based Learning, Student Attitudes, Cooperation
Baydar, Askin – International Education Studies, 2021
The aim of this study is to determine pre-service primary teachers' opinions regarding the implementation of teams-games-tournaments (TGT). For this purpose, the action research method, which is one of the qualitative research methods, was employed. The study group in the research consisted of 30 students who attended Artvin Çoruh University…
Descriptors: Foreign Countries, Preservice Teachers, Elementary School Teachers, Student Attitudes
Ponikwer, Fiona; Patel, Bhavik Anil – Journal of Chemical Education, 2021
Enhancing student employability is a key aspect of any chemistry-based degree; however, embedding such activities in the curriculum is often challenging. Placements (internships in the USA) or experiential visits are the most widely used approach, but these are not always inclusive. Work-integrated learning (WIL), the practice of combining…
Descriptors: Employment Potential, Employment Qualifications, Chemistry, Science Instruction
Hosseini, Hadi; Hartt, Maxwell; Mostafapour, Mehrnaz – ACM Transactions on Computing Education, 2019
Game-based learning has received significant attention in educational pedagogy as an effective way of increasing student motivation and engagement. The majority of the work in this area has been focused on digital games or games involving technology. We focus on the use of traditional game design in improving student engagement and perception of…
Descriptors: Game Based Learning, Computer Science Education, Learner Engagement, Higher Education
Senkbeil, Karsten; Martin, Gillian; O'Rourke, Breffni – Research-publishing.net, 2022
This paper discusses the potential of immersing foreign language learners in Social Virtual Reality (SVR) in an international seminar, designed by the authors, called SpEakWise VR, combining the tandem language learning paradigm with gamification in immersive virtual environments. SpEakWise VR builds on an existing telecollaboration (SpEakWise)…
Descriptors: German, English (Second Language), Second Language Learning, Second Language Instruction
Gatzoulis, Christos – International Journal of Game-Based Learning, 2020
This paper presents a pilot study on the evaluation of instruments for data gathering for an epistemic game development competition for high school students. The initial results show that a significant percentage of the students who participated in the competition appear to exhibit a skillset of professional attitude, software-related knowledge,…
Descriptors: Epistemology, Teaching Methods, Game Based Learning, Computer Software
Duncan, Keri J. – TechTrends: Linking Research and Practice to Improve Learning, 2020
This mixed-methods study examined student engagement and the development of twenty-first-century learning skills of collaboration, communication, creativity and critical thinking for Grade 3 students who used immersive game-based learning activities using Breakout EDU strategies compared to students who used traditional small-group methods. BOEDU…
Descriptors: Educational Technology, Technology Uses in Education, 21st Century Skills, Cooperation
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