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Davor Cotoras; Felipe Valenzuela-Ibaceta; Diego Salas; Franco Cárdenas – Biochemistry and Molecular Biology Education, 2024
This article presents a study on the implementation of a virtual escape-room game as a novel teaching methodology in biochemistry education. The game aimed to engage students in producing monoclonal antibodies against SARS-CoV-2 while reinforcing theoretical concepts and fostering teamwork. Three versions of the game were tested, incorporating…
Descriptors: Gamification, Teaching Methods, Biochemistry, Science Education
Lusia Maryani Silitonga; Budi Dharmawan; Astrid Tiara Murti; Ting-Ting Wu – Journal of Educational Computing Research, 2024
Business simulation games (BSG) offer a unique opportunity to provide students with hands-on experience in a simulated business environment. This study aims to explore the effectiveness of BSG in promoting entrepreneurial intentions and competencies among undergraduate students. The study was conducted with 48 students, who participated in BSG as…
Descriptors: Entrepreneurship, Intention, Competence, Simulation
Chen, Ken-Zen; Chi, Hsiao-Han – Interactive Learning Environments, 2022
The purpose of the qualitative study was to investigate experiences of first-time board-game users (29 elementary school students) in playing "Coding Ocean" (CO) to learn computational thinking. CO was a two-team strategy board game and was designed for children developing basic understanding of computational thinking. Participation…
Descriptors: Novices, Elementary School Students, Games, Student Experience
Paula Behenck Machado; Patricia Jantsch Fiuza; Graziela Fátima Giacomazzo – International Association for Development of the Information Society, 2023
Due to the advance of technologies and the increase of their use around the world, it shows a need to include them in education, as tools that could help the current teaching methods. Taking into account that most English classes in Brazilian public schools have been happening in the same way for many years, and considering the importance of…
Descriptors: Foreign Countries, English (Second Language), Language Teachers, Educational Technology
Nair, Sridevi; Mathew, Jain – TechTrends: Linking Research and Practice to Improve Learning, 2021
Gamification is the application of game elements to non-game contexts. The process of gamification has been found to improve engagement levels, motivate participation and improve outcomes of activities. The primary focus of Gamification research has been on understanding how it can improve the process of learning, especially in academics or…
Descriptors: Foreign Countries, Educational Strategies, Games, Training
Moro, Kym Clyde H.; Billote, William Jo Se M. – Science Education International, 2023
The Philippines is lagging behind in physics education based on recent results of national and international assessments. With a continuing endeavor to address this problem, a game-based learning module was innovated using the Analysis-Design-Development-Implement-Evaluate model, integrating Ivatan indigenous games in a learning module in physics,…
Descriptors: Foreign Countries, Physics, Science Instruction, Indigenous Knowledge
Arztmann, Michaela; Hornstra, Lisette; Jeuring, Johan; Kester, Liesbeth – Studies in Science Education, 2023
Game-based learning has proven to be effective and is widely used in science education, but usually the heterogeneity of the student population is being overlooked. To examine the differential effects of game interventions in STEM (Science, Technology, Engineering and Mathematics) related subjects on diverse student groups, a meta-analysis has…
Descriptors: Elementary School Students, Secondary School Students, STEM Education, Games
Ragad M. Tawafak; Liqaa Habeb Al-Obaydi; Blanka Klimova; Marcel Pikhart – Contemporary Educational Technology, 2023
This abstract presents a research study that investigates the effects of technology integration (TI) through digital gameplay on English as a foreign language (EFL) college students' behavior intention. The study employs a mixed-methods research design, combining quantitative and qualitative data collection and analysis methods. The quantitative…
Descriptors: Technology Integration, English (Second Language), Second Language Instruction, College Students
Dziob, Daniel – Research in Science Education, 2020
The aim of this study was to examine the impact of assessing students' achievements in a physics course in the form of a group board game. Research was conducted in two groups of 131 high school students in Poland. In each school, the research sample was divided into experimental and control groups. Each group was taught by the same teacher and…
Descriptors: Games, Physics, Student Evaluation, Evaluation Methods
Heinzen, Thomas E.; Ivezaj, Stephanie – Journal of Applied Testing Technology, 2019
The hallmark of a well-designed game is player persistence -- the same characteristic professors hope to cultivate in their students, especially in the face of the student retention crisis. The four studies reported here include an archival study, a focus group, and two experiments. They each test a minor game mechanic that may have a small but…
Descriptors: Student Motivation, Student Attitudes, Negative Attitudes, Games
Uibu, Marko; Kalma, Maarja; Mägi, Katrin; Kull, Merike – Scandinavian Journal of Educational Research, 2022
Engaging key stakeholders, including students into the process of school-based physical activity (PA) intervention planning is considered important. The present study was part of the preparatory phase of the Estonian Schools in Motion pilot programme and aimed to examine students' perspective of PA opportunities in the classroom. Based on 17 focus…
Descriptors: Foreign Countries, Physical Activities, Intervention, Student Attitudes
Obedzinski, Kaitlyn; Edgerton, Jason D.; Roberts, Lance W. – College Student Journal, 2019
This study investigates some of the motivational and behavioral correlates of problem gambling behaviours in a Canadian university sample of emerging adults. This transitional developmental stage presents many new opportunities and challenges that may strain emerging adults' coping capacities, and is typically characterized by heightened tolerance…
Descriptors: Addictive Behavior, Games, Probability, Risk
Deliligka, Stergiani; Syrmpas, Ioannis; Bekiari, Alexandra – Physical Educator, 2020
This mixed methods study examined (a) physical education teachers' self-reported motivational climate and (b) students' perceptions about the motivational climate promoted by their teachers, to identify the coherence between students' and teachers' views from elementary, middle, and high schools. Fifteen PE teachers (9 males, 6 females)…
Descriptors: Physical Education Teachers, Student Motivation, Student Attitudes, Teacher Attitudes
Pilkington, Colin – International Review of Research in Open and Distributed Learning, 2018
The central role of motivation to learn in distance education has been noted, and gamification has been proposed as one approach to promote student motivation. This study explores promoting motivation in a distance education, third-year computer programming course via a gamified approach to improve coursework participation and student experience.…
Descriptors: Student Motivation, Distance Education, Programming, Behavior Change
Tympa, Eleni; Karavida, Vasiliki; Filippa, Vasiliki – Journal of Educational Issues, 2021
The aim of the study was to examine whether participation of academic students in experiential activities during their semester lessons could facilitate their learning and improve their exam performance. The study involved 68 students of an Early Years Learning & Care Department, who volunteered and committed to attend all semester lessons.…
Descriptors: Foreign Countries, Student Attitudes, Program Effectiveness, Teaching Methods