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Showing 91 to 105 of 150 results Save | Export
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Krouska, Akrivi; Troussas, Christos; Sgouropoulou, Cleo – Education and Information Technologies, 2022
The closure of educational institutions due to the COVID-19 pandemic leads imperatively to the utilization of technological advances and the Internet for enabling the continuity of learning. To this direction, Mobile Game-based Learning (MGbL) can be beneficial to teaching and learning; since, from technological perspective, most students prefer…
Descriptors: Game Based Learning, Electronic Learning, COVID-19, Pandemics
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Yang, Jie Chi; Kuo, Wen-Chi – Journal of Computer Assisted Learning, 2022
Background: Digital game-based learning (DGBL) has been shown to be an effective strategy for promoting learning motivation. However, a lack of attention has been paid to investigating the effects of individual differences on elementary students' reading motivation and in-gaming achievements in DGBL. Objectives: This study developed an educational…
Descriptors: Grade 3, Grade 4, Grade 5, Elementary School Students
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Paciarotti, Claudia; Bertozzi, Gabriele; Sillaots, Martin – European Journal of Engineering Education, 2021
Gamification is usually defined as the use of game structure components in circumstances that are not commonly associated with games. In engineering studies, Gamification and its sub-concept of Serious Games are rather widespread pedagogical models. Just like in other application scopes, the approach to their utilisation or analysis is always…
Descriptors: Game Based Learning, Educational Games, Engineering Education, Undergraduate Students
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Murillo-Zamorano, Luis R.; López Sánchez, José Ángel; Godoy-Caballero, Ana Luisa; Bueno Muñoz, Carmen – International Journal of Educational Technology in Higher Education, 2021
This study aims to examine whether it is possible to match digital society, academia and students interests in higher education by testing to what extent the introduction of gamification into active learning setups affects the skills development demanded by the workplace of the digital society of the twenty-first century, the academic achievement…
Descriptors: Game Based Learning, Active Learning, Higher Education, Student Interests
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Chen, Ching-Huei; Law, Victor; Huang, Kun – Educational Technology Research and Development, 2019
In a game-based learning (GBL) environment for seventh-grade students, this study investigated the impact of competition, engagement in games, and the relationship between the two on students' in-game performance and flow experience, which, in turn, impacted their science learning outcomes. Structural equation modeling was employed to test a…
Descriptors: Learner Engagement, Academic Achievement, Student Motivation, Game Based Learning
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Ari Muhammad Syifa; Lilla Musyahda; David Segoh – Journal of Education and Learning (EduLearn), 2024
This systematic literature review (SLR) aimed to investigate the potential of digital online game-based learning (DOGBL) to enhance motivation in English as a foreign language (EFL). Online gaming has grown in popularity among students, opening up the possibility of using games as powerful instructional resources. Academic achievement depends on…
Descriptors: English (Second Language), Second Language Instruction, Second Language Learning, Computer Games
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Shi, Aili; Wang, Yamin; Ding, Nan – Interactive Learning Environments, 2022
As an emerging learning platform, game-based immersive virtual reality learning environments (GIVRLEs) have the potential to solve difficult teaching problems. This study designed a GIVRLE by integrating knowledge of quadratic functions into gameplay. Forty seventh graders who had never acquired that knowledge played the game and took pre- and…
Descriptors: Game Based Learning, Computer Simulation, Educational Games, Foreign Countries
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Dikmen, Melih – International Journal of Curriculum and Instruction, 2021
Gamification helps to make learning fun and motivate students by attracting the attention of students. In the literature, it is seen that the studies conducted to determine the effect of gamification of learning on academic achievement have reached contradictory results. While some studies have found that gamification increases academic…
Descriptors: Foreign Countries, Game Based Learning, Academic Achievement, Educational Games
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Chernov, Victor; Klas, Sivan; Shaharabani, Yael Furman – Journal of Technology and Science Education, 2021
Technology-enriched lessons can contribute to improving student engagement and learning in engineering courses. In this study we systematically incorporated Kahoot!, a game-based response system, in two mandatory content-intensive undergraduate engineering courses. In both courses, short quizzes were incorporated regularly at the beginning of the…
Descriptors: Educational Technology, Educational Games, Engineering Education, Learner Engagement
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Wardoyo, Cipto; Satrio, Yogi Dwi; Narmaditya, Bagus Shandy; Wibowo, Agus – Cypriot Journal of Educational Sciences, 2021
Providing teaching and learning activities during the Covid-19 pandemic has been a global challenge, and the government has responded to this issue by conducting distance learning using technology. This study introduces and evaluates gamification learning in economics employing to enhance the students' achievements. This study elaborates on a new…
Descriptors: Foreign Countries, COVID-19, Pandemics, Economics Education
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Wu, Chih-Hung; Tzeng, Yi-Lin; Huang, Yueh-Min – Educational Technology Research and Development, 2020
This study investigated and compared the effectiveness of both digital game-based learning (DGBL) and static e-learning material for Newton's laws of motion on students' learning attention, affective experiences, cognitive load and academic achievement. Physiological signals and affective techniques were adopted to measure students' learning…
Descriptors: Learning Processes, Game Based Learning, Computer Games, Electronic Learning
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Kaufmann, Daniel; Ferguson-Lucas, Terri – Journal of Instructional Research, 2020
Online education alters the expectation for graduate-level engagement in relation to classroom engagement and student evaluation. Whereas the process of achieving a graduate degree in counseling has historically required learners engage in self-exploration, ethical and moral development, and reviewing contemporary research topics in counseling,…
Descriptors: Psychological Patterns, Counselor Training, Graduate Students, Electronic Learning
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Ibrahim, Hatim – Education and Information Technologies, 2020
The goal of the current research to identify the effectiveness of the use of the strategy of electronic defects in the development of the educational techniques of the students of the middle level in Dammam city and the direction towards it, the descriptive and semi-experimental curriculum was used, for their content for research purposes, and has…
Descriptors: Foreign Countries, Middle School Students, Game Based Learning, Instructional Effectiveness
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Sun-Lin, Hong-Zheng; Chiou, Guey-Fa – Journal of Interactive Learning Research, 2020
This study explored the effects of an organiser-supported learning game on ninth graders' science concept learning, perceptions of learning, enjoyment, and willingness to learn. A learning game (Force Hero) was modified from a commercial game, and a pre-test, a post-test, and a questionnaire were employed. In the game, students used their avatars'…
Descriptors: Grade 9, High School Students, Science Education, Educational Games
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Kuo, Wei-Chen; Hsu, Ting-Chia – Asia-Pacific Education Researcher, 2020
This study utilized unplugged computational thinking learning material named Robot City as the instructional material. The board game corresponds to structural programming, including sequential structure, conditional structure, repetitive structure, and the modeling concept of calling a procedure in programming languages. According to the…
Descriptors: Thinking Skills, Computation, Educational Games, Instructional Materials
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