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da Silva, Rafael Leonardo – TechTrends: Linking Research and Practice to Improve Learning, 2021
This article describes the results of a qualitative study that aimed at investigating moral decision-making processes of prospective government workers using a game-based tool. Three participants volunteered to participate in the research process, which included playing a short point-and-click narrative game and a focus group. Data was analyzed…
Descriptors: Decision Making, Empathy, Computer Games, Educational Games
Wen Jia; Liping Zhang; Austin Pack; Yi Guan; Bin Zou – Language Learning & Technology, 2024
Although digital game-based vocabulary learning (DGBVL) has received increasing attention in the past two decades, the impacts of DGBVL on the depth of word knowledge are still not well understood, especially in regard to productive vocabulary learning and DGBVL's long-term efficacy. This study leverages a quasiexperimental research design to…
Descriptors: Game Based Learning, Video Games, Vocabulary Development, Receptive Language
Yu-Fen Yang; Wen-Min Hsieh; Wing-Kwong Wong; Yi-Chun Hong; Siao-Cing Lai – Computer Assisted Language Learning, 2024
Foreign Language Anxiety (FLA) is considered a central affective factor influencing English as a Foreign Language (EFL) learning. This study thus developed an online simulation game to create a virtually situated learning environment for reducing EFL primary school students' FLA levels and improving their English vocabulary learning. A total of…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
Ebadi, Saman; Rasouli, Rezvan; Mohamadi, Mona – Interactive Learning Environments, 2023
Student response systems (SRS) have been used to provide teachers with immediate feedback on learners' performance to understand their weaknesses and strengths. This exploratory study is aimed at focusing on both distractive and facilitative aspects of using SRS in English as a foreign language (EFL) classes to assess learners' understanding of…
Descriptors: Foreign Countries, Undergraduate Students, Second Language Learning, English (Second Language)
Game-Based Learning Apps in Engineering Education: Requirements, Design and Reception among Students
Jacobs, Eva; Garbrecht, Oliver; Kneer, Reinhold; Rohlfs, Wilko – European Journal of Engineering Education, 2023
There is a lack of research on how game-based learning apps should be designed for engineering education. This paper addresses two research questions: What do engineering students expect from a learning app? Which educational approach and learning app design can meet these requirements? A survey revealed the particular demands of engineering…
Descriptors: Game Based Learning, Educational Games, Computer Oriented Programs, Engineering Education
Almusharraf, Norah – Interactive Learning Environments, 2023
This study functioned as a digital literacy technique that aided in raising students' motivation and classroom dynamics in reviewing writing structure, terminologies, and related knowledge. This study investigated the effects of integrating questioning strategies with the game-based student response system (GSRS), Kahoot!, into English literature…
Descriptors: Game Based Learning, English (Second Language), Second Language Learning, Online Courses
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
Avidov-Ungar, Orit; Hayak, Merav – International Journal of Game-Based Learning, 2021
This is a case study of innovative teaching that examined how 28 elementary school teachers in Israel perceived their implementation of digital game-based learning (DGBL) in their classrooms. The study involved teachers in Israel, who implement DGBL into their classroom teaching. Qualitative analysis of semistructured in-depth interviews with the…
Descriptors: Teacher Attitudes, Elementary School Teachers, Adoption (Ideas), Technology Integration
Pinder, Patrice Juliet – Online Submission, 2021
Although game based learning has been widely utilized by the military, education, marketing, and advertising sectors, its effectiveness as a learning strategy or training tool is still unclear (Ariffin, Oxley, & Suliman, 2014). The present study addresses this gap and examines the effectiveness of using game based learning in primary school…
Descriptors: Foreign Countries, Teacher Attitudes, Game Based Learning, Elementary School Teachers
Bui, Phuong; Rodríguez-Aflecht, Gabriela; Brezovszky, Boglárka; Hannula-Sormunen, Minna M.; Laato, Samuli; Lehtinen, Erno – Educational Technology Research and Development, 2020
Serious games for learning have received increased attention in recent years. However, empirical studies on students' gaming experiences throughout the developmental process of serious games and discussions regarding game design are missing. The aims of the present study were to analyze students' gaming experiences while playing four consecutive…
Descriptors: Student Experience, Educational Games, Design, Mathematics Instruction
Bahari, Akbar – Open Learning, 2022
Adopting the focus on form (FonF) practice model, the effectiveness of game-based collaborative vocabulary learning (GBCVL) was tested as a tool to develop vocabulary size and depth with a focus on dynamicity and nonlinearity of second language (L2) learner motivation. To improve the measures, a mixed-methods approach was used on a sample of 95…
Descriptors: Game Based Learning, Cooperative Learning, Vocabulary Development, Blended Learning
Rico Putra Pradana; Ave Adriana Pinem; Putu Wuri Handayani – Journal of Educators Online, 2024
This study uses self-determination theory to examine the effect of gamification on the students' behavioral, emotional, and cognitive engagement in online discussion forums by providing more instructor badges than automatic badges and using a quasi-experimental one-group pretest-posttest design. Behavioral engagement was measured using the number…
Descriptors: Learner Engagement, Game Based Learning, Scoring Rubrics, Comparative Analysis
Seralidou, Eleni; Douligeris, Christos – Education and Information Technologies, 2021
The effective teaching of the concept of programming, where critical thinking is an important factor, is not so easy in secondary education. New teaching approaches, including, game-based learning, may provide a solution due to their inclusion of more fun and diverse activities but they still lack the active participation of the students in the…
Descriptors: Computer Science Education, Programming, Programming Languages, Educational Games
An, Yunjo; Zhu, Meina; Bonk, Curtis J.; Lin, Lin – Journal of Computing in Higher Education, 2021
This study explored instructors' perceptions, interest, self-efficacy, perceived barriers, and support needs regarding gamification in MOOCs. Both quantitative and qualitative data were collected from an online survey and follow-up interviews. Most participants showed interest in gamification and indicated that they would consider utilizing gaming…
Descriptors: Teacher Attitudes, Educational Practices, Teaching Methods, Self Efficacy
Wang, Sabrina Luxin; Zhang, Anna Yinqi; Messer, Samuel; Wiesner, Andrew; Pearl, Dennis K. – Journal of Statistics and Data Science Education, 2021
This article describes a suite of student-created Shiny apps for teaching statistics and a field test of their short-term effectiveness. To date, more than 50 Shiny apps and a growing collection of associated lesson plans, designed to enrich the teaching of both introductory and upper division statistics courses, have been developed. The apps are…
Descriptors: Student Centered Learning, Teaching Methods, Statistics Education, Introductory Courses