Publication Date
In 2025 | 2 |
Since 2024 | 2 |
Since 2021 (last 5 years) | 9 |
Since 2016 (last 10 years) | 11 |
Since 2006 (last 20 years) | 11 |
Descriptor
Computer Assisted Instruction | 11 |
Game Based Learning | 11 |
Student Motivation | 11 |
Instructional Effectiveness | 5 |
Educational Technology | 4 |
Foreign Countries | 4 |
Learner Engagement | 4 |
Student Attitudes | 4 |
Teaching Methods | 4 |
Comparative Analysis | 3 |
Reading Comprehension | 3 |
More ▼ |
Source
Author
Publication Type
Journal Articles | 10 |
Reports - Research | 9 |
Information Analyses | 1 |
Reports - Evaluative | 1 |
Tests/Questionnaires | 1 |
Education Level
Higher Education | 5 |
Postsecondary Education | 5 |
High Schools | 2 |
Secondary Education | 2 |
Audience
Location
Colombia | 1 |
South Korea | 1 |
Taiwan | 1 |
Ukraine | 1 |
Laws, Policies, & Programs
Assessments and Surveys
Gates MacGinitie Reading Tests | 2 |
Motivated Strategies for… | 1 |
What Works Clearinghouse Rating
Duygu Gur; Yalin Kilic Turel – Turkish Online Journal of Distance Education, 2025
Different variables such as motivation, achievement, and engagement have been investigated in studies on gamification in the field of educational technologies. However, the obtained results differ, which emphasizes the need for studies based on concrete findings related to current trends and needs. In this study, we aim to reveal current research…
Descriptors: Educational Research, Gamification, Learner Engagement, Student Motivation
Sanchez, Diana R.; Nelson, Tristan; Kraiger, Kurt; Weiner, Erik; Lu, Yucheng; Schnall, Jasmine – International Journal of Training and Development, 2022
Game-based training research has produced various definitions and measures for learner motivation. Inconsistent findings on learner motivation may have contributed to the misapplication of one type of motivation to explain another; inhibiting future research and generating false implications. This study compared 172 students in game-based or…
Descriptors: Student Motivation, Game Based Learning, Video Games, French
Rahul Mohandas; Subhashree Mohapatra – Digital Education Review, 2025
Game-based learning (GBL) is an effective learning tool for medical and dental undergraduates in enhancing knowledge and skills as well as gaining student engagement and motivation. Educational games can create a social constructivist learning environment, where learners can construct their knowledge through interactions with their peers and…
Descriptors: Undergraduate Students, Dentistry, Game Based Learning, Student Motivation
Cuervo-Cely, Karen D.; Restrepo-Calle, Felipe; Ramírez-Echeverry, Jhon J. – Journal of Information Technology Education: Research, 2022
Aim/Purpose: The purpose of this research is to examine the effect of computer-assisted gamification on the learning motivation of computer programming students. Background: The teaching-learning of computer programming involves challenges that imply using learning environments in which the student is actively involved. Gamification is an…
Descriptors: Game Based Learning, Student Motivation, Computer Science Education, Programming
Chen, Chih-Ming; Chen, Pei-Chun – British Journal of Educational Technology, 2023
Online discussion is one of the frequently used learning activities in an e-learning process. Learners can exchange opinions and thoughts with their peers through online discussion, stimulate their different viewpoints on the discussion topics, and enhance the learning effectiveness of e-learning. However, most learners mainly take an effort on…
Descriptors: Game Based Learning, Computer Mediated Communication, Comparative Analysis, Foreign Countries
Yong Zeng; John E. McEneaney – Journal of Research Initiatives, 2022
This text presents an argument that competition, as a pedagogical design element, facilitates students' learning motivation in digital game-based learning environments (DGBLEs). Since competition has long been regarded as an adverse pedagogical element for fostering students' learning motivation, a considerable proportion of educators and…
Descriptors: Students, Game Based Learning, Computer Games, Educational Games
Reynolds, Eric D.; Fuchs, Richard W.; Johnson, Peter – International Journal of Computer-Assisted Language Learning and Teaching, 2021
The landscape of technology in language classrooms is changing so quickly that it's hard for us to keep pace. Games-based student response systems (GBSRS) in a bring-your-own-device environment have only recently become widely available for language classrooms; consequently, little research has been conducted into the efficacy of GBSRSs for…
Descriptors: Game Based Learning, Electronic Learning, Educational Technology, Vocabulary Development
Pando Cerra, Pablo; Fernández Álvarez, Humberto; Busto Parra, Bernardo; Iglesias Cordera, Paula – Journal of Educational Computing Research, 2022
Game-Based Learning (GBL) is increasingly widespread as a learning technique in the engineering studies. However, this innovative methodology may be difficult to incorporate in some subjects due to their complex contents. This paper aims at combining traditional learning methodologies with game mechanics by using an ad-hoc gaming web environment…
Descriptors: Academic Achievement, Game Based Learning, Information Technology, Teaching Methods
Nozhovnik, Oleh; Harbuza, Tetiana; Teslenko, Natalia; Okhrimenko, Olena; Zalizniuk, Viktoriia; Durdas, Alla – International Journal of Educational Methodology, 2023
The purpose of this study was to examine the potential impact of integrating the Smart Sender platform to gamify and automate L2 e-classes on students' motivation, English language proficiency in reading and language use, engagement, and attitudes towards the platform. This experimental research employed a quasi-experimental design, specifically a…
Descriptors: Second Language Learning, Second Language Instruction, Artificial Intelligence, Computer Assisted Instruction
McCarthy, Kathryn S.; Watanabe, Micah; Dai, Jianmin; McNamara, Danielle S. – Journal of Research on Technology in Education, 2020
Computer-based learning environments (CBLEs) provide unprecedented opportunities for personalized learning at scale. One such system, iSTART (Interactive Strategy Training for Active Reading and Thinking) is an adaptive, game-based tutoring system for reading comprehension. This paper describes how efforts to increase personalized learning have…
Descriptors: Game Based Learning, Reading Comprehension, High School Students, Educational Technology
McCarthy, Kathryn S.; Watanabe, Micah; Dai, Jianmin; McNamara, Danielle S. – Grantee Submission, 2020
Computer-based learning environments (CBLEs) provide unprecedented opportunities for personalized learning at scale. One such system, iSTART (Interactive Strategy Training for Active Reading and Thinking) is an adaptive, game-based tutoring system for reading comprehension. This paper describes how efforts to increase personalized learning have…
Descriptors: Game Based Learning, Reading Comprehension, High School Students, Educational Technology