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Boudadi, Nadia Azzouz; Gutiérrez-Colón, Mar – The EUROCALL Review, 2020
This paper focuses on a fairly new motivational technique, the so-called Gamification, which consists of introducing game mechanics in non-game environments to promote motivation and engagement. By the turn of the 21rst century, Gamification took off in the business field and soon after became an attractive concept for researchers and…
Descriptors: Student Motivation, Learning Motivation, Databases, Meta Analysis
Su, C-H.; Cheng, C-H. – Journal of Computer Assisted Learning, 2015
This paper aims to investigate how a gamified learning approach influences science learning, achievement and motivation, through a context-aware mobile learning environment, and explains the effects on motivation and student learning. A series of gamified learning activities, based on MGLS (Mobile Gamification Learning System), was developed and…
Descriptors: Teaching Methods, Science Instruction, Science Achievement, Student Motivation
Islas Sedano, Carolina; Leendertz, Verona; Vinni, Mikko; Sutinen, Erkki; Ellis, Suria – Simulation & Gaming, 2013
A Hypercontextualized Game (HCG) is a locally designed game that supports its players in gathering context-specific information and in-depth understanding and knowledge regarding the context of a site. LIEKSAMYST, an exciting mobile application, with which visitors can play various games based on stories, was originally developed for the open-air…
Descriptors: Games, Design, Telecommunications, Handheld Devices
Wang, Li-Chun; Chen, Ming-Puu – Innovations in Education and Teaching International, 2010
Learning to program is difficult for novices, even for those undergraduates who have majored in computer science. The study described in this paper has investigated the effects of game strategy and preference-matching on novice learners' flow experience and performance in learning to program using an experiential gaming activity. One hundred and…
Descriptors: Games, Program Effectiveness, Secondary School Students, Experiential Learning
Liu, Tsung-Yu; Chu, Yu-Ling – Computers & Education, 2010
This paper reports the results of a study which aimed to investigate how ubiquitous games influence English learning achievement and motivation through a context-aware ubiquitous learning environment. An English curriculum was conducted on a school campus by using a context-aware ubiquitous learning environment called the Handheld English Language…
Descriptors: Educational Strategies, Learning Activities, Learning Motivation, Educational Technology
Chen, Ang; Martin, Robert; Ennis, Catherine D.; Sun, Haichun – Research Quarterly for Exercise and Sport, 2008
The curriculum may superimpose a content-specific context that mediates motivation (Bong, 2001). This study examined content specificity of the expectancy-value motivation in elementary school physical education. Students' expectancy beliefs and perceived task values from a cardiorespiratory fitness unit, a muscular fitness unit, and a traditional…
Descriptors: Curriculum Development, Physical Education, Student Motivation, Multivariate Analysis