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Clancy M. Seymour; Mark Garrison; Jeffrey R. Lindauer; Stephen Harvey – Journal of Teaching in Physical Education, 2024
Background/Purpose: The purpose of this study was to investigate physical educators' self-reported use, understanding, and confidence with game-based approaches (GBAs) in their K-12 physical education programs. Method: A survey of New York State physical education professionals was conducted that yielded quantitative data on how they used…
Descriptors: Physical Education Teachers, Game Based Learning, Elementary Secondary Education, Physical Education
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Faizan Ahmad; Momina Shaheen; Zeeshan Ahmed; Rubata Riasat; Sara Muneeb – Interactive Learning Environments, 2024
Undertaking cognitively stimulating activities over the course of life, such as playing brain games (BGs), is only possible if they continuously deliver a playful as well as playable experience. The understanding of how these subcomponents of experience (i.e. playfulness and playability) get influenced in both modes (single vs. two-player) of…
Descriptors: Gamification, Play, Educational Games, Learner Engagement
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Gabriele Bertozzi; Claudia Paciarotti; Massimiliano M. Schiraldi – European Journal of Engineering Education, 2024
Serious games are instructional tools that harmonise different pedagogical approaches and pursue specific behavioural and learning outcomes. Characterised by flexibility and complexity, serious games can draw from a vast number of elements and game mechanics. We argue that such adaptability requires specific pedagogical competencies from designers…
Descriptors: Engineering Education, Educational Games, Design, Student Motivation
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Zhihui Zhang; Xiaomeng Huang – Education and Information Technologies, 2024
Blended learning combines online and traditional classroom instruction, aiming to optimize educational outcomes. Despite its potential, student engagement with online components remains a significant challenge. Gamification has emerged as a popular solution to bolster engagement, though its effectiveness is contested, with research yielding mixed…
Descriptors: Educational Games, Blended Learning, Learning Motivation, Language Proficiency
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Aisyah Saad Abdul Rahim; Kee Man Chuah – Electronic Journal of e-Learning, 2024
This research explores the development, execution, and student feedback on a multi-themed digital escape room (ER) activity, designed for teaching medicinal chemistry during the COVID-19 pandemic. It aimed to examine students' perceptions of the ER activity, focusing on its effectiveness in enriching students' understanding of medicinal chemistry…
Descriptors: Foreign Countries, Chemistry, Undergraduate Students, Pharmaceutical Education
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Kübra Taskara; Emrah Ekmekçi – Language Learning in Higher Education, 2024
This study explores Turkish Higher Education EFL instructors' perceptions and awareness of 'gamification', along with their practices of integrating it into the classroom. Through in-depth interviews with 6 instructors, the research reveals accurate conceptual understanding and alignment between instructors' knowledge and actual gamification…
Descriptors: Foreign Countries, College Faculty, English (Second Language), Language Teachers
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Sneha Maji; Amritansh Saha; Harsh Pal – Discover Education, 2024
Serious games are generally considered to induce positive effects in the areas of learning motivation and learning gains. Yet few studies have examined how these factors are related specially in the context of visual aesthetic studies. Therefore, an empirical study was conducted to test the relationship between anticipated enjoyment and…
Descriptors: Learner Engagement, Educational Games, Computer Simulation, Heritage Education
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Rebecchi Kevin; Lubart Todd; Hagège Hélène – Discover Education, 2024
Education today is evolving to foster essential psychosocial skills like creativity, critical thinking, and responsibility, equipping students for 21st-century challenges. However, it is crucial to examine the motivations driving these changes and their alignment with broader societal goals beyond merely economic interests. This article explores…
Descriptors: Teaching Methods, Creativity, Ethics, Social Responsibility
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Thien Chi Do; Nuong To Huynh – International Society for Technology, Education, and Science, 2024
The aim of the study was to investigate English as a Foreign Language (EFL) students' perception of using Wordwall application in vocabulary memorization at a private university in the Mekong Delta of Vietnam. This study also explores the strengths and weaknesses of Wordwall application. The mixed-method design was used in this study. The…
Descriptors: English (Second Language), Second Language Learning, Vocabulary Development, Memorization
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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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Toshiya Arakawa; Haruki Miyakawa – Technology, Knowledge and Learning, 2025
Data science education in Japan extends from elementary to high school students. However, some studies show that this has not enhanced interest or curiosity in data science. Therefore, gamification appears to be an efficient method for encouraging high school students' interest in data science, with research indicating that video games are…
Descriptors: Data Science, Educational Games, Statistics Education, Foreign Countries
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Mohammed H. Albahiri; Ali A. M. Alhaj; Bandar M. Al Oteibi – Educational Process: International Journal, 2025
Background/purpose: This research aimed at designing an educational program based on gamification for teaching mathematics as required by the Trends in International Mathematics and Science Study (TIMSS) to determine its impact on advancing strategic competence among fourth-grade male students in the first semester of Academic Year 1445AH in…
Descriptors: Gamification, Mathematics Instruction, Game Based Learning, Educational Games
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Valentina Abufhele; Rachel Théodore; Nicolas Angelcos; Miguel Pérez; María Luisa Méndez; Alejandra Rasse – Educational Review, 2025
While educational decisions are considered a key mediator between residential and educational segregation, the role of spatial dimensions in the construction of educational strategies has been only recently studied. This article contributes to linking urban and educational research to examine decisions about schooling, using the case of Santiago,…
Descriptors: Social Class, Foreign Countries, Urban Areas, Inclusion
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Philip Hallinger; Köksal Banoglu; Sedat Gümüs – Leadership and Policy in Schools, 2025
This scoping review examined 41 peer-reviewed articles on digital simulations and serious games used in educating school leaders. Content analysis documented the wide range of theories and topics incorporated into existing educational leadership simulations, e.g. instructional leadership, change management, problem-solving, coaching, and ethical…
Descriptors: Computer Simulation, Educational Games, Instructional Leadership, Educational Research
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Wei-Ting Hsu; Min Pan; Bo-Long Wu – Quest, 2025
This study investigates the effectiveness of the student-designed games (SDG) model in enhancing effort, cooperation, and enjoyment among 173 preservice teachers in a university-level sports officiating course within a Physical Education Teacher Education (PETE) program. Using a quasiexperimental design, participants were divided into an…
Descriptors: Physical Education Teachers, Teacher Education Programs, Educational Games, Design
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