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Katerina Rusevska; Lambe Barandovski; Vladimir M. Petruševski; Aleksandra Naumoska; Slavica Tofilovska; Marina Stojanovska – Center for Educational Policy Studies Journal, 2024
A game-based approach is widely used to increase students' motivation through their active participation, whereby research is interwoven with fun and competition is incorporated with cooperation. Working in teams or groups encourages students to exchange their opinions, to try to find solutions together or to win a game. In this way, they learn…
Descriptors: Foreign Countries, Elementary School Students, Secondary School Students, Game Based Learning
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Smith, Ginny; Shute, Valerie; Muenzenberger, Amber – Journal of Applied Testing Technology, 2019
The following research focuses on Game-Based Learning (GBL) for assessment through the lens of designing and validating a stealth assessment for the calculus game Variant: Limits™. The process of using Evidence-Centered Design (ECD) to create a valid assessment is highlighted through the development of a competency model and scoring rubrics. A…
Descriptors: Calculus, Game Based Learning, Student Evaluation, College Students
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Chu, Hui-Chun; Chen, Jun-Ming; Kuo, Fan-Ray; Yang, Shu-Min – Educational Technology & Society, 2021
Although game-based learning strategies have been used in mathematics education for a period of time, the potential for enhancing students' learning achievement and math self-efficacy is still being explored. Students need to face complex mathematics concepts and calculations in mathematics courses. Even though using games to learn mathematics may…
Descriptors: Game Based Learning, Remedial Instruction, Mathematics Achievement, Individualized Instruction
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Hernández-Chérrez, Elsa; Hidalgo-Camacho, Cynthia; Escobar-Llanganate, Paulina – International Journal of Instruction, 2021
The current work was based on a project that aimed to enhance the English-speaking skill development in tenth graders of a public high school in Ambato, a city of the Andean Region of Ecuador. The population involved 145 students who were surveyed to detect their impression about the use of Communication Games in the English as a Foreign Language…
Descriptors: Game Based Learning, Speech Skills, English (Second Language), Second Language Learning
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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
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Barber, Connie S. – Journal of Information Systems Education, 2021
The idea that games impact learning is not new to pedagogy. Within the last decade, there has been an increased use of games for higher education, social engagement, marketing, and business training. When used within a higher education setting, a gamification system does not operate within a vacuum, but rather is imbued with and embedded in the…
Descriptors: Student Centered Learning, Game Based Learning, Educational Theories, College Students
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Genç Ersoy, Berrin; Belet Boyaci, S. Dilek – International Technology and Education Journal, 2021
This study aims to scrutinize the effects of gamified Turkish vocabulary teaching on vocabulary development, and motivation on learning words. A nested mixed-method experimental design (gamification-based vocabulary learning for the experimental group instructor-led vocabulary learning for the control group) and was conducted with 34 fourth-grade…
Descriptors: Game Based Learning, Learning Activities, Instructional Effectiveness, Vocabulary Development
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Ha, Jesse; Pérez Cortés, Luis E.; Su, Man; Nelson, Brian C.; Bowman, Catherine; Bowman, Judd D. – International Journal of Computer-Supported Collaborative Learning, 2021
Mobile devices and apps have become a standard for the museum experience. Many studies have begun to explore the impact mobile apps may have on user experience and informal learning. However, there has been relatively little research on how visitor groups interact collaboratively while using these devices in computer-supported collaborative…
Descriptors: Computer Software, Museums, Telecommunications, Handheld Devices
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Mauntel, Matthew; Levine, Benjamin; Plaxco, David; Zandieh, Michelle – Digital Experiences in Mathematics Education, 2021
We present results of a grounded analysis of individual interviews in which students play Vector Unknown -- a digital game designed to introduce visualizing vectors, scaling vectors, vector addition, and vector equations, attending to the geometric and algebraic representations of vectors. The game was designed to be used at the beginning of a…
Descriptors: Mathematics Education, Mathematics Activities, Educational Games, Computer Games
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Arcagök, Serdar – International Online Journal of Education and Teaching, 2021
The study aimed to identify the impact of game-based teaching practices available in different curricula on academic achievement. The study adopted meta-analysis method via grouping similar studies about that subject, theme under the heading of certain criteria, and combining the quantitative data obtained. For this purpose, 412 studies conducted…
Descriptors: Game Based Learning, Teaching Methods, Instructional Effectiveness, Academic Achievement
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Darragh, Lisa – set: Research Information for Teachers, 2021
Maths games are fun and engaging, but what messages do these games send to the students in our classrooms? During mathematics lessons children learn more than just mathematics content; they also come to understand what it means to be a learner of mathematics. In this article I discuss the concept of "mathematics learner identity" and use…
Descriptors: Mathematics Instruction, Educational Games, Elementary School Mathematics, Teaching Methods
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Zahedi, Leila; Batten, Jasmine; Ross, Monique; Potvin, Geoff; Damas, Stephanie; Clarke, Peter; Davis, Debra – Journal of Computing in Higher Education, 2021
Underrepresentation of women in computer science (CS) increasingly demands the necessity to find and enhance current learning engagement approaches to bring more women into computing fields. Some researchers have been exploring the influence of gamification on female students as one of these possible learning engagement strategies. Gamification…
Descriptors: Game Based Learning, Computer Science Education, Females, Self Concept
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Corredor, Javier; Sanchez-Mora, Johanna; Bustamante-Barreto, Andry – E-Learning and Digital Media, 2021
This article explores why certain types of conversations are effective to develop disciplinary knowledge during video game play while others are not. In particular, we analyze conversations among students playing an educational video game that focuses on the process of viral replication. To do so, we use an emergent qualitative coding strategy. In…
Descriptors: Video Games, Play, Educational Games, Microbiology
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Scifres, Elton L.; Cox, Marcus; Crocker, Robert M.; Mishra, Rajat; Scott, Gerald W. – Journal of Education for Business, 2021
This research examines the motivation of undergraduate business students using the academic motivation scale. We examined the difference in motivation between business majors and a variety of nonbusiness majors. There were differences in the patterns of motivation, but business majors were not less motivated than nonbusiness students. As expected,…
Descriptors: Undergraduate Students, Majors (Students), Nonmajors, Business Administration Education
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Yazicioglu, Selin; Çavus Güngören, Seda – Journal of Inquiry Based Activities, 2021
Game-based learning in science education is an effective method to enhance students' motivation, active participation, and conceptual understanding of the scientific knowledge. This study aimed to encourage teachers to develop and use game-based activities related to the concepts of light and sound and to present students' views about the games…
Descriptors: Game Based Learning, Light, Acoustics, Student Attitudes
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