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Showing 76 to 90 of 271 results Save | Export
Dennis Ward – ProQuest LLC, 2022
The purpose of this study was to design, develop, and test the effects of digital game-based learning on undergraduate students' learning motivation, mathematics achievement, and learning retention in a college algebra course. Digital games utilize interactive digital media that offer rules-based challenges and react to the individual's choices.…
Descriptors: Computer Games, Game Based Learning, College Mathematics, Algebra
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Ching-Huei Chen; Ching-Ling Chang – Education and Information Technologies, 2024
This study aimed to investigate the effectiveness of using AI-assisted game-based learning on science learning outcomes, intrinsic motivation, cognitive load, and learning behavior. A total of 202 seventh graders were recruited and randomly assigned to the following three groups: (1) Game only (N = 70), (2) GameGPT (N = 63), and (3)…
Descriptors: Artificial Intelligence, Game Based Learning, Technology Uses in Education, Science Instruction
Aaron Howard Pomeranz – ProQuest LLC, 2024
Struggling math students often have difficulty developing a sense of self-efficacy and intrinsic motivation to learn math, which has been found to predict future math achievement (Pitsia et al., 2017). Conventional methods of math instruction and assessment may provoke elevated levels of math anxiety for many students, which has been found to…
Descriptors: Grade 5, Mathematics Education, Mathematics Achievement, Mathematics Anxiety
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Vasiliki Brinia; Aris Plios; Paraskevi Psoni – International Journal of Learning and Change, 2024
Playfulness as a learning technique is applied into the present research in a group of adult learners. Initially, a game scenario was designed and implemented for the subject of microeconomics. Following a qualitative research methodology, through observation and interviews with ten participants before and after the playful activity, the results…
Descriptors: Play, Game Based Learning, Microeconomics, Learning Activities
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Jaskari, Minna-Maarit; Syrjälä, Henna – Journal of Marketing Education, 2023
In this article, we examine the linkage between students' game-playing motivations and a wide variety of gamification elements within higher marketing education. Using an interpretive and convergent mixed-methods design, we discover four clusters of students that vary in terms of their game-motivational bases and views on gamification elements.…
Descriptors: Marketing, Game Based Learning, Undergraduate Students, Student Attitudes
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Çoban, Murat; Göktas, Yüksel – E-Learning and Digital Media, 2023
This research aims to investigate the impact of three different training methods (digital game, drill, and traditional education) on the motivation of the students to teach earthquake preparedness and earthquake prevention knowledge to primary school students. The explanatory design from the mixed-methods research was used in the study. The sample…
Descriptors: Training Methods, Seismology, Emergency Programs, Computer Games
Eyupoglu, Tayyibe Fulya – ProQuest LLC, 2023
The current study aimed to contribute to the literature by implementing an intervention that examines the effects of explicit metacognitive strategy training and prompts embedded within a Game-Based Learning Environment (GBLE), "Missions with Monty," on metacognitive monitoring accuracy, game performance, and science knowledge of…
Descriptors: Game Based Learning, Metacognition, Educational Games, Grade 5
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Silva, Rui; Rodrigues, Ricardo; Leal, Carmem – Accounting Education, 2021
As new technologies pave the way to increasingly sophisticated and academically relevant experiences, gamification of the learning process, regardless of the field of expertise, becomes more and more important. This study aims to express several constructs that explain how one can apply Game-Based Learning to education while granting motivational…
Descriptors: Game Based Learning, Accounting, Business Administration Education, Undergraduate Students
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Fourie, Jean; Wilson, Claire – Perspectives in Education, 2021
Playing authentic educational games can support learners of all ages and abilities, particularly those with special educational or remedial needs. Playing games in cooperative groups allows learners to relate socially, motivate each other competitively and rehearse schoolwork. Literature mostly covers computer games rather than real-life…
Descriptors: Game Based Learning, Graduate Students, Student Experience, Educational Psychology
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Hartmann, Andreas; Gommer, Lisa – European Journal of Engineering Education, 2021
The popularity of games as educational tools has steadily increased and is mainly explained by the motivational power that is ascribed to games in general. The research investigates the role of different motivational forms in educational gaming and the influence of game and teaching context on the students' motivation to involve in game play.…
Descriptors: Student Motivation, Game Based Learning, Engineering Education, Educational Games
Tsyganova, Larisa V.; Zubkova, Yana V.; Bystrova, Natalia V.; Kutepova, Lyubov I.; Kutepov, Maxim M. – Journal of Educational Psychology - Propositos y Representaciones, 2021
Game technologies allow bringing the educational process as close as possible to professional activities, activating the cognitive interest of students in the study of professional disciplines. The purpose of the article is to analyze the experience of implementing gaming technologies in the preparation of students of higher educational…
Descriptors: College Students, Student Motivation, Technology Uses in Education, Influence of Technology
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John Stewart; Kathleen Sheppard – International Journal of Designs for Learning, 2021
To combat high dropout rates and low motivation for online courses, we gamified a history of science course. To do so, we used an online educational program called 3DGameLab to convert what had been a well-liked face-to-face lecture and discussion course to an online format, for the purposes of long-distance teaching and learning. Within…
Descriptors: Game Based Learning, Curriculum Development, Science History, Online Courses
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Elisa Saraiva; Fábio Faria; Célia Ferreira; Maria Manuel Azevedo – Journal of Teacher Education for Sustainability, 2024
There is a consensus that the content of education for sustainability should be integrated into the curriculum, engaging students in activities that promote awareness and practice of sustainability. To achieve this goal, it is essential to adopt a student-centered approach that involves creative, stimulating, and challenging activities. This…
Descriptors: Sustainability, Student Centered Learning, Grade 8, Outdoor Education
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Chien-Huey Sophie Chang; Ching-Yi Chen; Chih-Chen Kuo; Huei-Tse Hou – Educational Technology & Society, 2024
This study aimed to use a game-based learning (GBL) module with multi-scaffolding and mobile technology for high school students with mild intellectual disabilities (MID) to assist them in learning career education knowledge. This study used a quasi-experimental method to investigate the participants' learning effectiveness, motivation, flow…
Descriptors: Game Based Learning, Vocational Education, High School Students, Mild Intellectual Disability
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Poonsri Vate-U-Lan; Desmond Cahill – Cogent Education, 2024
This quasi-experimental research investigated the efficacy of applying the Society 5.0 concept to establish game-based learning on Metaverse Space for undergraduates in an international program in Bangkok, Thailand. The study was conducted in a Thai public university's international college with a population of six classes of junior university…
Descriptors: Foreign Countries, Academic Achievement, Game Based Learning, Multiple Choice Tests
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