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Rosaline Tandiono – Education and Information Technologies, 2024
This study critically assesses Kahoot!'s effectiveness in enhancing student engagement in online learning environments, filling identified research gaps, such as theoretical gaps, online application challenges, and reliance on quantitative methods. Utilizing semi-structured interviews, it explores the impact of Kahoot! on student engagement,…
Descriptors: Gamification, Electronic Learning, Educational Games, Educational Technology
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Slade Goldman; Katie A. Coscia; Lauren A. Genova – Journal of Chemical Education, 2024
Electron configuration provides insight into the chemical behaviors of elements and is an important concept for students to master in introductory chemistry. To better strengthen undergraduate students' mastery of electron configurations of atoms and ions, we designed a novel, interactive chemistry game called ChemisTree that uses active-learning…
Descriptors: Educational Games, Chemistry, Science Education, Scientific Concepts
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Manuela Cantoia; Andrew Clegg; Andrea Tinterri – Computers in the Schools, 2024
Game-based learning (GBL) provides direct experience, reflection, and self-assessment opportunities. To support their knowledge and expertise on GBL, a group of Italian teachers volunteered in a four-month, free-access online training on GBL characteristics and GBL design to take games in school during the pandemic. Before the training, teachers…
Descriptors: Foreign Countries, Game Based Learning, Educational Games, Faculty Development
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Cuc Thi Huynh – International Society for Technology, Education, and Science, 2024
Vocabulary plays an important role in learning English. However, due to the difference between English and their mother tongue, many students find it difficult to remember the English vocabulary. This research aims at investigating whether Spelling Bee Game has any significant effects on EFL young students' vocabulary learning. The research…
Descriptors: Vocabulary Development, Educational Games, English Learners, English (Second Language)
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David Suleiman – Journal of Instructional Pedagogies, 2024
Educating people in personal finance is of utmost importance. However, previous studies show that traditional approaches to financial education may lack experiential learning components that help students connect theory and practice. This article describes a pedagogical approach to financial literacy education taught at an international liberal…
Descriptors: Experiential Learning, Financial Education, Financial Literacy, Money Management
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LaToyia R. Stewart – Journal of Research Initiatives, 2024
Attention deficient hyperactivity disorder (ADHD) is the most common childhood neurodevelopment disorder, and severe digital game use has recently shown significant promise in this psychotherapeutic area. Digital serious games have also been used as an innovative teaching and learning approach. This study aimed to explore middle school teachers'…
Descriptors: Teacher Attitudes, Attention Deficit Hyperactivity Disorder, Educational Games, Educational Innovation
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Stefania Badiglio; Giuseppe Chiazzese; Vito Pipitone; Luciano Seta – International Journal on E-Learning, 2024
This study explores the interaction between artificial intelligence (AI) and human behavior in economic contexts, focusing on using generative AI, such as ChatGPT, to examine trust and reciprocity. Through an experiment conducted at LUMSA in Palermo, 61 economics students participated in three economic games: the Ultimatum Game, the Trust Game,…
Descriptors: Artificial Intelligence, Computer Software, Asynchronous Communication, Man Machine Systems
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Rachel M. Doughty – Journal of Chemical Education, 2024
Escape rooms are making their way into the chemistry classroom as a learning tool. However, escape rooms require a large amount of preparation and setup, and they are only novel and exciting for a single play-through. For escape room games to be incorporated into multiple class periods, they must be streamlined for reuse. In this work, I introduce…
Descriptors: Problem Solving, Educational Games, Learning Activities, Chemistry
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Almeida, Fernando; Buzady, Zoltan – Journal of Applied Research in Higher Education, 2022
Purpose: This study aims to present a practical approach to recognizing leadership styles by adopting a serious game in the context of an entrepreneurship course in higher education. Design/methodology/approach: The action-research methodology is adopted to explore how the various leadership styles are perceived and assimilated by students.…
Descriptors: Educational Games, Entrepreneurship, College Students, Student Attitudes
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Meyer, Brad C.; Bishop, Debra S. – Decision Sciences Journal of Innovative Education, 2022
This article examines how students learn about data-driven decision-making by creating and using a dashboard to play an online version of the familiar Beer Game. The objective is to apply data visualization skills to a business system in a way that leads to effective decisions. The students not only build a dashboard in Tableau, they also use it…
Descriptors: Visual Aids, Data Analysis, Decision Making, Computer Software
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Castrillon, Sir-Alexci Suarez; Barbosa, Thomas Edison Guerrero; Castrillon, Albert Miyer Suarez – Journal of Language and Linguistic Studies, 2022
This research presents an analysis of the use of the Kahoot platform as an evaluation system for programming students, using two groups, the first is evaluated in a traditional way through a written exam and serves as a control group, and the test group through the Kahoot platform, where they can also observe their grade at the end of the test,…
Descriptors: Evaluation Methods, Knowledge Level, Educational Games, Computer Games
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Joshua Clements – Learning Assistance Review, 2022
Learning centers and peer tutoring facilities often need ways to train their staff to work with students who find themselves dealing with anxiety, fear of failure, and many other issues. There is also a need for training in soft skills such as communication and empathy that will help students have a successful college career. This article applies…
Descriptors: Peer Teaching, Tutors, Training, Soft Skills
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Dayae Yang; Theodore J. Kopcha – International Journal of Designs for Learning, 2022
Computer programming has become an essential part of K12 education, promoted as a way for students to engage in computational thinking that helps develop students' ability to analyze and solve problems and prepare them for future careers. Tabletop board games are seen as an effective means to help students learn computer programming. Several board…
Descriptors: Educational Games, Design, Programming, Computer Science Education
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Nerea López-Bouzas; M. Esther del Moral-Pérez – Review Journal of Autism and Developmental Disorders, 2025
The aim of this study is to review the available research (N = 70) derived from the use of Gamified Environments and Serious Games with people with Autistic Spectrum Disorder (ASD), identifying: authorship, nationality, publication period, topic, and design of the investigation. After that, the advantages and limitations observed are identified.…
Descriptors: Gamification, Educational Games, Autism Spectrum Disorders, Interpersonal Competence
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Wenyi Lu; Joseph Griffin; Troy D. Sadler; James Laffey; Sean P. Goggins – Journal of Learning Analytics, 2025
Game-based learning (GBL) is increasingly recognized as an effective tool for teaching diverse skills, particularly in science education, due to its interactive, engaging, and motivational qualities, along with timely assessments and intelligent feedback. However, more empirical studies are needed to facilitate its wider application in school…
Descriptors: Game Based Learning, Predictor Variables, Evaluation Methods, Educational Games
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