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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
Mulcahy, Colm; Goetz, Albert – Mathematics Teacher, 2014
This article begins with three brain teasers, and the answers, provided at the end of the article, may prove surprising. Figuring out why they are correct leads the reader to delightful "aha" moments. The kinds of "aha!" moments that result from solving these challenges for yourself were held in high estimation by the person…
Descriptors: Mathematics Instruction, Teaching Methods, Problem Solving, Student Motivation
Wouters, Pieter; van Nimwegen, Christof; van Oostendorp, Herre; van der Spek, Erik D. – Journal of Educational Psychology, 2013
It is assumed that serious games influences learning in 2 ways, by changing cognitive processes and by affecting motivation. However, until now research has shown little evidence for these assumptions. We used meta-analytic techniques to investigate whether serious games are more effective in terms of learning and more motivating than conventional…
Descriptors: Cognitive Processes, Student Motivation, Conventional Instruction, Training
Lim, Cher Ping – British Journal of Educational Technology, 2008
The aim of this paper and the one which follows is to explore how the potential of computer games may be taken up in schools to support learning engagement among students. It is not the intention of the papers to dismiss existing classroom practices or overlook accounts of innovative practices in schools; the papers' aim is to provide educators…
Descriptors: Computers, Games, Learner Engagement, Learning Motivation
Cheng, Gary – Australasian Journal of Educational Technology, 2009
With the growing importance of interactive multimedia in our society, it is increasingly essential to equip students with knowledge of and skills in multimedia production. However, as the traditional lecture based instruction on this emerging subject area is not effective for students in achieving the expected learning outcomes, a seven stage game…
Descriptors: Learning Motivation, Instructional Design, Multimedia Instruction, Computer Assisted Instruction
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
Suh, S.; Kim, S. W.; Kim, N. J. – Journal of Computer Assisted Learning, 2010
This study investigated the effectiveness of massive multiplayer online role-playing game (MMORPG)-based (massive multiplayer online role-playing game) instruction in elementary English education. The effectiveness of the MMORPG program was compared with face-to-face instruction and the independent variables (gender, prior knowledge, motivation…
Descriptors: Foreign Countries, Games, Prior Learning, Learning Motivation
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
Gray, Shirley; Sproule, John; Morgan, Kevin – European Physical Education Review, 2009
Team invasion games (TIG) make up a large part of the PE curriculum in Scottish schools. It is important, therefore, to understand the environmental conditions that contribute to pupils' motivation to learn to play TIG. Consequently, this study aimed to identify the teaching behaviours exhibited when teaching TIG using a game-based approach and a…
Descriptors: Foreign Countries, Physical Education, Team Sports, Learning Motivation
McGowan, Moray – Englisch, 1978
As a supplement to the available games for use in teaching, two writing games are presented, with suggestions for their use. They are recommended as a motivating device. A list of pertinent works on the subject is also provided. (IFS/WGA)
Descriptors: English (Second Language), Games, Language Instruction, Learning Motivation
Cates, Ward Mitchell; Bishop, M. J. – Journal of Educational Technology Systems, 2003
One need not visit many classes to discover some students not sufficiently energized to do the work necessary to learn. Many of these same students, however, immerse themselves in complex computerized mystery/adventure games, becoming so engaged by the experience they lose track of time. Designers invest much of their energy in trying to figure…
Descriptors: Physics, Courseware, Computer Assisted Instruction, Instructional Design
Willings, David; Greenwood, Bill – Gifted Education International, 1990
A program of intervention called therapeutic tutoring to help underachievers is described. Intervention centers around students' loci of control, through a process of identifying areas in which students feel empowered and relating academic experiences to these areas. Academic exercises based on Monopoly, cricket, rugby, soap operas, field hockey,…
Descriptors: Classroom Techniques, Elementary Secondary Education, Games, Individual Power
Makarova, Veronica – 1997
Class activities and games designed to stimulate student interest and provide feedback in English-as-a-Second-Language (ESOL) pronunciation and phonetics are described. They are intended to address specific challenges of a typical Japanese, ESOL classroom--low student motivation and inadequate feedback--and to supplement conventional language…
Descriptors: Class Activities, Classroom Techniques, College Instruction, Dialects