Publication Date
In 2025 | 2 |
Since 2024 | 36 |
Since 2021 (last 5 years) | 198 |
Since 2016 (last 10 years) | 262 |
Since 2006 (last 20 years) | 263 |
Descriptor
Game Based Learning | 263 |
Undergraduate Students | 263 |
Foreign Countries | 122 |
Student Attitudes | 106 |
Teaching Methods | 86 |
Instructional Effectiveness | 69 |
Learner Engagement | 62 |
Educational Games | 61 |
Student Motivation | 48 |
Active Learning | 37 |
Computer Games | 36 |
More ▼ |
Source
Author
Azevedo, Roger | 3 |
Barr, Matthew | 2 |
Cloude, Elizabeth B. | 2 |
Dever, Daryn A. | 2 |
Francisco Serra Oliveira… | 2 |
Glassey, Jarka | 2 |
Hew, Khe Foon | 2 |
Huang, Biyun | 2 |
Leal, Carmem | 2 |
Lester, James | 2 |
Oyelere, Solomon Sunday | 2 |
More ▼ |
Publication Type
Education Level
Location
United Kingdom | 10 |
Taiwan | 7 |
China | 6 |
Hong Kong | 6 |
Indonesia | 6 |
Spain | 6 |
Turkey | 6 |
Brazil | 5 |
Malaysia | 5 |
Finland | 4 |
Italy | 4 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Motivated Strategies for… | 3 |
Academic Motivation Scale | 1 |
Big Five Inventory | 1 |
Graduate Record Examinations | 1 |
Personal Report of… | 1 |
Positive and Negative Affect… | 1 |
What Works Clearinghouse Rating
Bakan, Ufuk; Han, Turgay; Bakan, Ugur – Knowledge Management & E-Learning, 2022
Although previous studies have investigated the effect of digital games on learning foreign languages, no research has examined how effective they are on learners' perceptions regarding foreign language communicative competence development. The purpose of this study is to investigate how the use of a Massive Multiplayer Online Role-Playing Game…
Descriptors: Computer Games, English (Second Language), Second Language Learning, Second Language Instruction
Taguchi, Naoko – Language Learning & Technology, 2023
Using the single-group pre-posttest design, this exploratory study examined whether L2 learners of English can learn a speech act by experiencing perlocutionary effects of the act as feedback (observing their interlocutor's reactions to their choice of speech act expressions). Sixty undergraduate English learners at a university in China played a…
Descriptors: Game Based Learning, Teaching Methods, Pragmatics, Second Language Learning
Hassan, Muhammad Awais; Habiba, Ume; Majeed, Fiaz; Shoaib, Muhammad – Interactive Learning Environments, 2021
With the removal of the barriers of time and distance, E-learning platforms have attracted millions of learners, but these platforms are experiencing a significant drop-out ratio. One of the primary reasons for this problem is the lack of motivation among the learners because of the similar learning experience provided to them despite their…
Descriptors: Game Based Learning, Electronic Learning, Cooperative Learning, Integrated Learning Systems
Zhang, Hongmei; Li, Yanju – Advances in Physiology Education, 2021
Although active learning is highly recognized and recommended in the educational community, instructors are still struggling with how to incorporate active learning tools into writing courses. This study aims to 1) describe specific challenges encountered in the course of Molecular Cell Biology Laboratory--Critical Thinking through Writing…
Descriptors: Learning Activities, Active Learning, Metacognition, STEM Education
Lorenzo-Alvarez, Rocio; Rudolphi-Solero, Teodoro; Ruiz-Gomez, Miguel J.; Sendra-Portero, Francisco – Anatomical Sciences Education, 2020
Game-based learning can have a positive impact on medical education, and virtual worlds have great potential for supporting immersive online games. It is necessary to reinforce current medical students' knowledge about radiological anatomy and radiological signs. To meet this need, the objectives of this study were: to design a competition-based…
Descriptors: Game Based Learning, Simulated Environment, Virtual Classrooms, Medical Education
Rodriguez, Sarah B. – Learning and Teaching: The International Journal of Higher Education in the Social Sciences, 2020
Global health programmes have become quite popular within universities in the United States. But despite the growth in undergraduate programming in global health, the training of American undergraduates to ensure they engage ethically when conducting research in a low- or middle-income country has not followed. I teach a course in global bioethics…
Descriptors: Game Based Learning, Undergraduate Students, Health Education, Ethical Instruction
Nunes da Silva Júnior, José; Santos de Lima, Paulo Roberto; Sousa Lima, Mary Anne; Monteiro, Álvaro Carvalho; Silva de Sousa, Ulisses; Melo Leite Júnior, Antonio José; Vega, Kimberly Benedetti; Oliveira Alexandre, Francisco Serra; Jalles Monteiro, André – Journal of Chemical Education, 2020
This report provides information about a free-of-charge, trilingual (Portuguese, Spanish, and English) game-based application that engages high school and undergraduate students in reviewing the structural theory of organic compounds in a challenging way. In Time Bomb Game, students must disarm a time bomb on their own by correctly answering…
Descriptors: Game Based Learning, High School Students, Undergraduate Students, Learner Engagement
Heemsoth, Tim; Boe, Leif; Bükers, Frederik; Krieger, Claus – Physical Education and Sport Pedagogy, 2022
Background: A topical research question is how pre-service teachers develop professional competencies with regard to game-centered approaches such as 'Teaching Games for Understanding' (TGfU). In this context, research on teacher education assumes reflection on teaching examples -- including real-life classroom practices -- to have positive…
Descriptors: Preservice Teachers, Preservice Teacher Education, Physical Education, Undergraduate Students
Mahaffey, Angela L. – HAPS Educator, 2019
The Flavor Perception Game was designed with the goals of developing an interactive and hands-on activity, providing a platform to review chemical senses of the five tastes, promoting student investment in the course material, and providing a basis for discussion on chemical senses of the five tastes. Knowledge of taste sensation is useful for…
Descriptors: Undergraduate Students, Nursing Students, Game Based Learning, Perception
Horn, Margaux A. – Advances in Physiology Education, 2023
The current student body will, by and large, seek online resources to supplement their learning. However, resources that are freely available online vary in accuracy and quality, and the vast majority rely on passive learning. Therefore, there is a need for interactive physiology teaching resources that facilitate application of knowledge, that…
Descriptors: Physiology, Science Instruction, Web Sites, Computer Software
Squire, Nikki – Journal of Educators Online, 2023
Digital game-based learning (DGBL) has shown to be an effective approach to gamifying the learning experience in any course and learning environment. To make learning more active and engaging for students, college faculty can use educational technologies such as game-based student response systems (SRSs) and interactive PowerPoint games as a…
Descriptors: Computer Games, Game Based Learning, Gamification, Online Courses
Yadav, Alok Kumar; Oyelere, Solomon Sunday – Education and Information Technologies, 2021
This paper intends to present an overview of a mobile game-based learning application, BaghLearn that develops and upskills programming and algorithmic knowledge by cross-curricular capabilities through a traditional world-based game. The focus of this research was to explore the learning effectiveness of BaghLearn on students. Mixed method…
Descriptors: Foreign Countries, Undergraduate Students, Handheld Devices, Educational Games
Cook-Chennault, Kimberly; Villanueva Alarcón, Idalis; Jacob, Gabrielle – Education Sciences, 2022
The use of educational digital games as supplemental tools to course instruction materials has increased over the last several decades and especially since the COVID-19 pandemic. Though these types of instructional games have been employed in the majority of STEM disciplines, less is known about how diverse populations of students interpret and…
Descriptors: Video Games, Computer Games, Educational Games, Game Based Learning
Bledsoe, Robert S.; Richardson, Deborah S. – International Journal of Teaching and Learning in Higher Education, 2022
Reacting to the Past (Reacting) is an active-learning pedagogy utilizing elaborate historical roleplaying games. This study examined the effect of Reacting on student academic self-efficacy, perspective taking, engagement, and perceived learning, and considered whether these outcomes were impacted by the type of role a student assumed. Students…
Descriptors: Active Learning, Teaching Methods, Role Playing, Instructional Effectiveness
Hunt-Gómez, Coral I.; Moreno-Fernández, Olga; Moreno-Crespo, Pilar; Ferreras-Listán, Mario – Journal of University Teaching and Learning Practice, 2020
Fast and easy Internet and knowledge access by just a click are some of the characteristics of the twenty first century. This means that this knowledge has been acquired fast and superficially. Thus, discernment turns into something ephemeral, because there is not a profound examination of the aspects dealt with. This is caused by the enormous…
Descriptors: Teaching Methods, Females, Student Attitudes, Learner Engagement