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Riyan Hidayat; Tay Ying Qi; Putri Nur'Afrina Binti Tajul Ariffin; Mohamad Hafizullah Bin Mohd Hadzri; Lin Mei Chin; Jacqueline Lee Xuan Ning; Nurihan Nasir – International Electronic Journal of Mathematics Education, 2024
In contemporary education, game-based learning (GBL) has become a captivating instructional method applied across various academic subjects, including mathematics. The utilization of online GBL in mathematics education constitutes a segment of the activities that mathematics educators can employ during their lessons to teach students and enhance…
Descriptors: Game Based Learning, Mathematics Education, Age Groups, Literature Reviews
Kai Guo; Yuchun Zhong; Zamzami Zainuddin; Samuel Kai Wah Chu – Education and Information Technologies, 2024
Given the crucial role of writing in both academic and workplace settings, teachers should constantly seek effective ways to improve their students' writing skills. The use of games or their elements to support the teaching and learning of writing has gained much attention in language education studies. Despite the increasing number of empirical…
Descriptors: Game Based Learning, Educational Games, Writing Instruction, Teaching Methods
Kuuku Nyameye Wilson; Benjamin Ghansah; Patricia Ananga; Stephen Opoku Oppong; Winston Kwamina Essibu; Einstein Kow Essibu – Education and Information Technologies, 2025
This systematic literature review examines the use of computer games as instructional aids in the teaching and learning of programming. With the ubiquitous nature of technology permeating various aspects of modern life, the integration of gaming devices into educational settings has garnered increased attention. This paper investigates whether…
Descriptors: Literature Reviews, Computer Games, Technology Uses in Education, Educational Technology
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
Nagla El-Tanahi; Mona Soliman; Hager Abdel Hady; Rawan Alfrehat; Rasha Faid; Mona Abdelmoneim; Marwa Torki; Noha Hamoudah – International Journal of Education in Mathematics, Science and Technology, 2024
The development of digital technology in leaps and bounds has resulted in offering different learning options and alternatives in physical education. In this regard, technology techniques, like gamification, have been utilized in several areas of education, leading to the identification of its several usage benefits. Nevertheless, there is a lack…
Descriptors: Gamification, Teaching Methods, Physical Education, Skill Development
Zhitian Skylor Zhang; Martina Seemann; Richard Joos; Markus Suren; Helge Fischer; Mathias Hofmann – Journal of Creative Behavior, 2025
Given the increasing emphasis on game-based approaches (GBAs) and the critical importance of cultivating creativity, there is an urgent need for a comprehensive examination of this emerging interdisciplinary field. The present study employs a scoping review methodology to provide an overview of the existing research that utilized GBAs as a means…
Descriptors: Creativity, Teaching Methods, Game Based Learning, Interdisciplinary Approach
Basel Hammoda – Knowledge Management & E-Learning, 2024
Researchers and educators have been exploring innovative methods in entrepreneurship education to address traditional approach failure at engaging students and developing their skills. Educational technology has shown promising results in early studies. Yet, there is a scarcity of reviews on their effectiveness in developing entrepreneurial…
Descriptors: Educational Technology, Entrepreneurship, Outcomes of Education, Research Reports
Pinelopi Krystalli; Panayiotis Arvanitis – European Journal of Education (EJED), 2024
Digital games and related technologies are increasingly transcending their traditional boundaries, as evidenced by the expanding field of serious and pervasive games. The concept of "gamification" represents the latest phase in this evolution, referring to the integration of game-like elements into nongame contexts to enhance user…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Computer Games
Ekici, Murat – Education and Information Technologies, 2021
Flipped learning is considered an increasingly common strategy along with some drawbacks. Gamification has the significant potential to deal with the drawbacks. This study presents a systematic literature review on the use of gamification in flipped learning research. To demonstrate its effectiveness clearly, the only empirical research was…
Descriptors: Flipped Classroom, Computer Games, Teaching Methods, Databases
Chan, Shiau-Wei; Looi, Chee-Kit; Ho, Weng Kin; Kim, Mi Song – Journal of Educational Computing Research, 2023
The importance of computational thinking (CT) as a 21st-century skill for future generations has been a key consideration in the reforms of many national and regional educational systems. Much attention has been paid to integrating CT into the traditional subject classrooms. This paper describes a scoping review of learning tools for integrating…
Descriptors: Thinking Skills, 21st Century Skills, Teaching Methods, Research Reports
Peterson, Mark – Computer Assisted Language Learning, 2023
This paper reviews the literature on the use of digital simulation games in computer-assisted language learning (CALL). The discussion explores research approaches, contexts, methodologies, findings, trends and issues in peer-reviewed research that has investigated the use of this type of digital game over the period 2005 to 2020. Results showed…
Descriptors: Computer Assisted Instruction, Teaching Methods, Second Language Learning, Second Language Instruction
Toshiyuki Hasumi; Mei-Shiu Chiu – Cogent Education, 2024
As technology use has become the norm in education, this bibliometric analysis of technology-enhanced language learning (TELL) aims to reveal its current state-of-the-art and emerging trends. Analysis of 1,816 publications (1,745 articles and 71 reviews) from Web of Science demonstrated growing interests in the field and core publications in the…
Descriptors: English (Second Language), Second Language Instruction, Second Language Learning, Computer Assisted Instruction
Liu, Zhichun; Moon, Jewoong; Kim, Byungjoo; Dai, Chih-Pu – Educational Technology Research and Development, 2020
In this synthesis, we systematically review research on educational games with adaptivity. Although an adaptive gaming experience provides personalization to learning, the complexity of design makes it difficult to evaluate its effectiveness. In this systematic review, we adopt three analytic approaches: (1) bibliometric analysis, (2) qualitative…
Descriptors: Bibliometrics, Comparative Analysis, Educational Games, Meta Analysis
Bahari, Akbar; Eamer, Allyson; Hughes, Janette – CALICO Journal, 2022
The use of educational technologies to teach a second language (L2) in general, and L2 vocabulary in particular, has mass appeal among computer-assisted language learning (CALL) practitioners. The main objective of the present study is to report the challenges and affordances of technologies used for computer-assisted vocabulary learning (CAVL),…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, Teaching Methods
Kara, Nuri – Contemporary Educational Technology, 2021
The aim of this study was to conduct a systematic literature review on the use of serious games in science education between 2016 and 2020 years. A total of 39 articles were included from Science Citation Index-Expanded (SCI-Expanded), Social Science Citation Index (SSCI), Arts & Humanities Citation Index (A&HCI) and Emerging Sources…
Descriptors: Science Education, Educational Games, Teaching Methods, Science Achievement