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Yuchun Zhong; Luke Kutszik Fryer; Shiyue Zheng; Alex Shum; Samuel Kai Wah Chu – International Journal of Educational Technology in Higher Education, 2025
Esports or competitive video gaming has been increasingly utilized to enhance essential twenty-first century skills. However, there is limited evidence on the extent to which the skills acquired from a gaming environment can be transferred to other settings. This study employed an experimental design to investigate the effectiveness of a…
Descriptors: Video Games, Game Based Learning, 21st Century Skills, Communication Skills
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David Tomczyk; Atul Teckchandani – Management Teaching Review, 2025
Despite the many theories supporting experiential learning, there is little guidance on how to design effective experiential exercises. To address this gap, we adapt insights from gamification research to devise a step-by-step process that management instructors may use to design effective experiential exercises for use in face-to-face and virtual…
Descriptors: Experiential Learning, Gamification, In Person Learning, Electronic Learning
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Ngoc Dan Nguyen; Vu Thanh Tam Nguyen; Minh Dung Tang – Journal of Information Technology Education: Research, 2025
Aim/Purpose: This study examines the relationship between primary school teachers' knowledge and their acceptance of digital game-based learning (DGBL) in mathematics teaching. Background: The rapid integration of digital technology in education highlights the potential of DGBL in primary mathematics education. Despite its advantages, the…
Descriptors: Computer Games, Game Based Learning, Elementary School Teachers, Knowledge Level
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Melissa H. Black; Abi Lilford; Vy Nguyen; Erin Walker; Haw Huei Wee; Olov Falkmer; Sarah McGarry – Autism: The International Journal of Research and Practice, 2025
Using games as part of the intervention and support process (sometimes referred to as 'gaming therapy') is an increasingly popular method of supporting autistic youth to develop social competencies and other skills because they are believed to be inherently motivating and fun for youth. Some emerging research has indicated that intervention…
Descriptors: Intervention, Autism Spectrum Disorders, Interpersonal Competence, Game Based Learning
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Yuanyuan Hu; Pieter Wouters; Marieke van der Schaaf; Liesbeth Kester – British Journal of Educational Technology, 2025
Learning with games requires two types of information, namely domain-specific information and game-specific information. Presenting these two types of information together with gameplay may pose a heavy demand on cognitive resources. This study investigates how timing of information presentation affects cognition (ie, mental effort and…
Descriptors: Game Based Learning, Secondary School Students, Chemistry, Schemata (Cognition)
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Lore W. E. Vleugels; Toon Dehandschutter; Peter Iserbyt – International Journal of Kinesiology in Higher Education, 2025
Selecting and sequencing instructional tasks to facilitate student learning (i.e. content development) is an important skill for physical education teachers. Research has shown that teachers often have little content development following an informing task. In addition, depth of specialized content knowledge (SCK) as expressed by the SCK-index is…
Descriptors: Lesson Plans, Preservice Teachers, Instructional Development, Educational Games
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Melpomeni Anysiadou; Alexandra Gkliati – Leadership and Policy in Schools, 2025
The evolution of artificial intelligence and its integration into education is a controversial challenge for educational practice and its employees. School leaders' technology acceptance, combined with factors such as resistance to change and perceived technological trust, reformed the education sector's efficiency. In specific research, we…
Descriptors: Foreign Countries, Artificial Intelligence, Readiness, Technology Integration
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Pavlos Toukiloglou; Stelios Xinogalos – Journal of Educational Computing Research, 2025
This study examines the effectiveness of a collaborative support method in enhancing programming learning outcomes in a serious game. The game Code Hasp was developed to facilitate the comparison between two support methods, worked examples and a collaborative peer support approach. A total of 111 elementary school students participated, divided…
Descriptors: Educational Games, Programming, Cooperative Learning, Peer Relationship
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Nguyen Ngoc Dan; Le Thai Bao Thien Trung; Nguyen Thi Nga; Tang Minh Dung – Review of Education, 2025
Digital game-based learning (DGBL) has emerged as a significant research topic in recent times, particularly in the context of K-12 education. While numerous systematic literature reviews have focused on students as participants, there is a notable gap in reviews that concentrate on the educators who adopt DGBL in their classrooms. This study aims…
Descriptors: Game Based Learning, Elementary Secondary Education, Electronic Learning, Technology Uses in Education
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Vasco Rikkers; Dipti Kapoor Sarmah – Journal of Computing in Higher Education, 2025
In recent years, gamification has seen a rise in usage for cyber-security training, with some of the most used elements being story and narrative. Yet there seems to be a lack of research on story-based gamification as well as how this type of gamification affects a training's effectiveness. The goal of this study was to test the effectiveness of…
Descriptors: Gamification, Computer Security, Training Methods, Foreign Countries
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Belén Ramírez de Arellano Falcón; Javier del Olmo-Muñoz; Ramón Cózar-Gutiérrez; José Antonio González-Calero – Asia Pacific Education Review, 2025
Computational thinking is becoming an essential skill in educational systems. There is, however, still a great deal to learn about it. This research aims to evaluate whether the inclusion of a specific material (Junior School Bebras Cards) favors the development of primary students' computational thinking skills. For this purpose, 37 fourth-grade…
Descriptors: Thinking Skills, Computer Science Education, Game Based Learning, Outcomes of Education
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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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Haozhe Jiang; Deqi Zhu; Ritesh Chugh; Darren Turnbull; Wu Jin – Education and Information Technologies, 2025
As virtual reality (VR) and augmented reality (AR) continue to become popular, there remains a noticeable gap in understanding their potential for enriching science, technology, engineering, and mathematics (STEM) learning among K-12 students. To address this knowledge gap, this study systematically reviewed 117 articles published from 2010 to…
Descriptors: Computer Simulation, Technology Uses in Education, STEM Education, Elementary Secondary Education
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G. Ramesh; Al-Maskari Azzah; Mohammed Said Al-Mughairi Habiba; Santos Mary Pauline – Learning and Teaching in Higher Education: Gulf Perspectives, 2025
Purpose: The purpose of this research was to examine the impact of gamification on students' engagement and to understand their perceptions of gamification as a teaching and learning style. Design/methodology/approach: The participants in this research were students who had studied the principles of accounting courses at University of Technology…
Descriptors: Foreign Countries, Gamification, Learner Engagement, Accounting
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Huertas-Abril, Cristina A.; Muszynska, Barbara – ReCALL, 2023
This international replication study demonstrates how playing a video game is related to multiple dimensions of creativity in foreign language writing. In this research project, university students were asked to interact with a commercial murder mystery video game, "Her Story," and produce a piece of creative writing, which was a…
Descriptors: Video Games, English (Second Language), Second Language Learning, Creative Writing
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