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Hao, Kuang-Chung – Interactive Learning Environments, 2023
This study designed a digital teaching game named Kitties' Magic Journey (KMJ). The principle of leveraging in the course of natural technology and life was used as the teaching subject. The game combined design items included animation, narrative story, fun and usability, which integrated ARCS learning motivation theory. The experimental group…
Descriptors: Video Games, Game Based Learning, Student Motivation, Animation
Amy Rose Morgan – ProQuest LLC, 2022
Digital game-based learning (DGBL) has unique factors that can engage students in the learning process. It has been shown that incorporating DGBL into mathematics can help bridge the learning gap, differentiate instruction, and engage students (Yang et al., 2018; Hulse et al., 2019; Chen et al., 2012; Naik, 2017). This study examined how students'…
Descriptors: Game Based Learning, Academic Achievement, Learner Engagement, Student Motivation
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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
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España-Delgado, José Antonio – HOW, 2023
The COVID-19 pandemic changed the way education was being taught. Due to school closures to prevent the spread of the disease, the education system resorted to distance learning to grant students' learning process. This research article reports a mixed-method study on technological resources and their impact on motivation during online lessons.…
Descriptors: Student Attitudes, Gamification, Online Courses, Second Language Learning
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Usta, Neslihan; Cagan, Büsra – Higher Education Studies, 2022
This study examines the effect of "Mangala" on the mathematical motivation and problem-solving skill levels (PSoSL) of 6th -grade students. A single-group pre-test-post-test quasi-experimental design based on the quantitative research approach was used in the study conducted through distance education. The sample consisted of 14 6th…
Descriptors: Mathematics Instruction, Grade 6, Problem Solving, Mathematics Skills
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Watson-Huggins, Janice; Trotman, Sandra – Quarterly Review of Distance Education, 2019
This article discusses a quantitative study, gamification and motivation to learn math using technology which focused on gathering information to answer the questions "Can gamification motivate students toward learning mathematics?" Gamification, a method used to describe the use of game-based mechanics in nongame contexts, can influence…
Descriptors: Mathematics Instruction, Educational Technology, Technology Uses in Education, Game Based Learning