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López-Hernández, Carlos; Lizarraga-Álvarez, Gloria Isabel; Soto-Pérez, Manuel – Accounting Education, 2023
This study presents an empirically validated serious game proposal to cope with the challenges of apathy and lack of security in freshmen studying accounting. A review of the literature on serious games in accounting education found a dearth of studies identifying the factors that promote their effectiveness. Therefore, this study first analyses…
Descriptors: Accounting, Business Administration Education, Experiential Learning, Game Based Learning
Yue Hu – Innovations in Education and Teaching International, 2024
Kahoot!, a game-based student response system, is increasingly being incorporated into classrooms to maintain student engagement, improve classroom dynamics, and enhance learning outcomes. However, empirical studies exploring how using Kahoot! affects university students' learning, particularly in China, are scant. This exploratory, one-group,…
Descriptors: Game Based Learning, Educational Games, Technology Uses in Education, Student Reaction
Manal Kharbouch; Ambrosio Toval; Francisco Garcia-Sanchez; Alberto Garcia Berna; Jose Luis Fernandez Aleman – IEEE Transactions on Education, 2024
Contribution: This article provides evidence on the influence of serious games (SGs) in software engineering (SE) education on students' scores, exam attendance, and chance of passing. It also highlights the impact of teachers' experience with the implementation of SGs as a learning approach on the aforementioned metrics. Background: Although…
Descriptors: Game Based Learning, Computer Software, Scores, Tests
Lei, Hao; Wang, Chenxin; Chiu, Ming Ming; Chen, Shuangye – Journal of Computer Assisted Learning, 2022
Background: Researchers debate whether game-based learning (GBL) affects students' achievement emotions, as past studies yielded mixed results. Objectives: This study determines the overall effect of GBL on students' positive achievement emotion and their negative achievement emotions (PAEs, NAEs), along with their moderators. Methods: This…
Descriptors: Educational Games, Academic Achievement, Psychological Patterns, Meta Analysis
Chung, Chih-Hung; Lin, You Yin – Journal of Computer Assisted Learning, 2022
Background: Most students have exhibited low motivation to engage in traditional learning methods. Additionally, students have difficulty concentrating on the course content, being easily distracted by their smartphones. Objectives: Therefore, we adopted an online 3D gamification problem-based learning (PBL) model to motivate students and improve…
Descriptors: Computer Simulation, Game Based Learning, Problem Based Learning, Human Resources
Nikolaos Pellas – Computers in the Schools, 2024
There is substantial evidence that incorporating interactive environments for game-based instruction has a significant potential to support the development of computational thinking and programming skills in primary education students. However, it is not clear whether a simulation game (SG) with different user interface elements, created via…
Descriptors: Foreign Countries, Extracurricular Activities, Computer Science Education, Elementary School Students
Asli Bahar Ivgin; Hakan Akcay – International Journal of Technology in Education, 2024
Game-based learning has attracted great interest in science education as an effective way to increase student achievement. Most studies in this field have focused on digital or non-digital games. In the literature, some studies generally compare educational games with traditional teaching methods. More studies need to be conducted to compare the…
Descriptors: Educational Games, Middle School Students, Science Achievement, Game Based Learning
Rubén Camacho-Sánchez; Jorge Serna Bardavío; Aaron Rillo-Albert; Pere Lavega-Burgués – Interactive Learning Environments, 2024
This study assessed the effects of an educational intervention grounded in gamified game-based learning on attention, relevance, confidence, satisfaction, intrinsic and extrinsic motivation, as well as academic performance, utilizing the ARCS motivational design model. This study involved 384 undergraduates across three physical activity and sport…
Descriptors: Learning Motivation, Academic Achievement, Gamification, Game Based Learning
Nesterowicz, Krzysztof; Bayramova, Ulkar; Fereshtehnejad, Seyed-Mohammad; Scarlat, Ana; Ash, Anthony; Augustyn, Anna Maria; Szádeczky, Tamás – International Journal of Information and Communication Technology Education, 2022
Massive open online courses (MOOCs) aim at unlimited participation and open access via the web. There are concerns about the actual value of such courses. This is predominantly due to higher dropout rates. According to studies, only 7-13% go on to complete these courses. The high dropout rate in MOOCs is a challenge for education providers. This…
Descriptors: Game Based Learning, Online Courses, Dropout Rate, Dropout Prevention
Yu, Qing; Yu, Kun – Journal of Educational Computing Research, 2023
Body movements are regarded as part of the learning process. With the evolution of motion-sensing technology (MST) (e.g., Kinect, Xtion Pro, and Leap Motion), educational researchers try to explore the effect of MST on learning. However, the effect of MST on learning performance is still unclear. This is the first meta-analysis that aims to…
Descriptors: Human Body, Motion, Information Technology, Computer Software
Drmola, Jakub; Kraus, Josef – Journal of Political Science Education, 2023
The primary goal of this investigation is to systematically explore the relationship among the students' performance, grades, gender, previous experience, and impressions while using "Diplomacy," a strategy game, as an educational tool. The rationale for this research is the existing and commonly expressed concern that such games…
Descriptors: Game Based Learning, Strategic Planning, Thinking Skills, Sex Role
Eltahir, Mohd. Elmagzoub; Alsalhi, Najeh Rajeh; Al-Qatawneh, Sami; AlQudah, Hatem Ahmad; Jaradat, Mazan – Education and Information Technologies, 2021
The objective of this study was to evaluate the impact of game-based learning (GBL) on students' motivation, engagement and academic performance on an Arabic language grammar course at Ajman University. The study was carried out utilizing a case study of quasi-empirical design. The respondents were 107 learners, grouped into two groups: one…
Descriptors: Game Based Learning, Student Motivation, Learner Engagement, Academic Achievement
Wang, Yi-Hsuan – Journal of Computer Assisted Learning, 2021
The study designed WebQuest activities and explored the learning performance of learners to understand the suitability of using WebQuest in a college programming course. The study modified the processes of WebQuest based on social constructivism and scaffolding learning, and included programming tasks such as debugging practice to encourage…
Descriptors: Learning Activities, Programming, Academic Achievement, Educational Technology
Tarhan, Gülseren; Öztürk, Gülcan – International Journal of Contemporary Educational Research, 2022
This study aims to determine the impact of flipped learning and gamification methods on student achievement in the subject of ethics and security, which is a topic of the fifth grade information technology and software course, compared to the traditional method. Also, it aims to decide the students' opinion of about the flipped learning and…
Descriptors: Flipped Classroom, Game Based Learning, Computer Science Education, Academic Achievement
Erlina; Dylan P. Williams; Chris Cane; Hairida; Maria Ulfah; Azwa F. Wafiq – Chemistry Education Research and Practice, 2024
The range of abstract concepts encountered when learning chemistry and the inability of students to make connections between the macroscopic, sub-microscopic, and symbolic representations, used in chemistry teaching, are believed to be the main reasons for students' difficulty when learning chemistry. Prediction and determination of molecular…
Descriptors: Foreign Countries, College Freshmen, Chemistry, Science Instruction