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Jones, Matthew; Blanton, Jedediah E.; Williams, Rachel E. – Active Learning in Higher Education, 2023
Self-determination theory (SDT) has empirical support in understanding and enhancing motivation in a variety of contexts, including education settings. Niemac and Ryan have highlighted that using SDT in course design can lead to stronger fulfilment of an internal locus of causality regarding course work. One course design method anchored in SDT is…
Descriptors: Gamification, Student Motivation, Self Determination, Curriculum Development
Anna Boneberg – ProQuest LLC, 2023
Nurse educators are faced with many challenges while preparing students to safely enter clinical practice. Due to technological advances in the health care field and student demographic changes, educators have been looking for alternative methods to traditional lecture format to meet the needs of current learners. Using the framework of Adult…
Descriptors: Nursing Education, Game Based Learning, Program Effectiveness, Undergraduate Students
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Kurt D. Squire – International Journal of Designs for Learning, 2021
At Play in the Cosmos is a game for University-level Astronomy courses. Designed as a collaboration between the Games + Learning + Society Center, an academic center at the University of Wisconsin-Madison, and Norton & Company, Cosmos is intended to support a "game-first" model of curriculum in which students play the game before…
Descriptors: Astronomy, Game Based Learning, Learning Activities, Design
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Susan Elswick; Peter A. Kindle; David H. Johnson; Brooke Blaalid; Laura Brierton Granruth; Elena Delavega; Michael Burford; Jeffrey Thompson – International Journal of the Whole Child, 2024
Cognitive dissonance is an important element in adult learning in that it challenges previously held ideas in favor of new knowledge. In-class simulations and game-based learning are used as innovative and effective pedagogical tools in challenging adult learners and enhancing the students' ability to think critically about larger societal needs.…
Descriptors: Student Attitudes, Beliefs, Justice, Simulation
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Sittichai Wichaidit; Patcharee R. Wichaidit – Journal of Pedagogical Research, 2024
Game-based learning has gained significant attention from educational researchers because of its ability to create an engaging and enjoyable learning environment for students. However, there was a research gap regarding the design of game mechanics that specifically helped students understand abstract scientific concepts. Also, the impact of…
Descriptors: Game Based Learning, Abstract Reasoning, Scientific Concepts, Biology
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Simon-Jones, L.; Jankoski, J. A. – Journal on Excellence in College Teaching, 2022
The effectiveness of embedding commercial video games into higher education humanities classrooms for the purpose of improving undergraduate students' analytical skills was examined through a single game case study. This collaborative study utilized the PlayStation game "Doki Doki Universe"™ to address methods of game implementation,…
Descriptors: Video Games, Humanities, Undergraduate Students, Academic Achievement
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Balci, Sebiha; Secaur, Jonathan M.; Morris, Bradley J. – Education and Information Technologies, 2022
Gamification, or the intentional use of gaming elements in non-game contexts, has been touted as a promising tool to improve educational outcomes in online education, yet the evidence regarding why it might work and its effectiveness is inconclusive. One reason is that previous research has often included several gamification tools together,…
Descriptors: Academic Achievement, Program Effectiveness, Student Motivation, Game Based Learning
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Hofmeyr, Michael – JALT CALL Journal, 2023
The notion that digital games can be effectively employed as tools for learning and teaching has steadily been gaining traction among educational theorists and researchers, with numerous empirical studies pointing to the potential benefits of games for skill and knowledge development. However, a solid understanding of learners' attitudes and…
Descriptors: Student Attitudes, Video Games, Game Based Learning, Foreign Countries
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Manal Kharbouch; Ambrosio Toval; Francisco Garcia-Sanchez; Alberto Garcia Berna; Jose Luis Fernandez Aleman – IEEE Transactions on Education, 2024
Contribution: This article provides evidence on the influence of serious games (SGs) in software engineering (SE) education on students' scores, exam attendance, and chance of passing. It also highlights the impact of teachers' experience with the implementation of SGs as a learning approach on the aforementioned metrics. Background: Although…
Descriptors: Game Based Learning, Computer Software, Scores, Tests
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Spates, Stephen A. – Communication Teacher, 2022
Organizational communication has concepts and processes that can be difficult to absorb. Using gamification as a pedagogical strategy, a semester-long project is developed to help students learn through application. The Bear Cave is a class-wide competition where students create an organization and seek a fictional investment of $1,000,000. In…
Descriptors: Organizational Communication, Game Based Learning, Competition, Cooperative Learning
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Szendroi, László; Dhir, Krishna S.; Czakó, Katalin – International Journal of Game-Based Learning, 2022
In this study, a gamification process was implemented in an undergraduate course of Economics that consisted 397 students. The primary purpose of the research was to empirically validate the effects of gamification in terms of the variables of engagement, motivation, entertainment, perceived relevance of the course, knowledge increase and…
Descriptors: Game Based Learning, Economics Education, Undergraduate Students, Outcomes of Education
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Sale, R. Samuel – International Journal of Education and Development using Information and Communication Technology, 2022
In response to the increased prevalence of remote learning, and exhortation that educators adopt more experiential pedagogy, a methodology is presented to use a free, commercially available game to teach a variety of resource allocation problems in various disciplines. The use of games to provide experiential learning has been shown to increase…
Descriptors: Game Based Learning, Resource Allocation, Experiential Learning, Secondary School Students
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Rubén Camacho-Sánchez; Jorge Serna Bardavío; Aaron Rillo-Albert; Pere Lavega-Burgués – Interactive Learning Environments, 2024
This study assessed the effects of an educational intervention grounded in gamified game-based learning on attention, relevance, confidence, satisfaction, intrinsic and extrinsic motivation, as well as academic performance, utilizing the ARCS motivational design model. This study involved 384 undergraduates across three physical activity and sport…
Descriptors: Learning Motivation, Academic Achievement, Gamification, Game Based Learning
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Teng, Yuan-Yu; Chou, Wen-Chi; Cheng, Meng-Tzu – Journal of Computer Assisted Learning, 2021
This study contributed to the current body of literature on game-based learning by investigating the way playing an educational game, "Humunology," affected learning about the immune system and examining further the association between game immersion and visual attention distribution. A total of 79 undergraduate and graduate students…
Descriptors: Physiology, Game Based Learning, Outcomes of Education, Educational Games
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Nihalani, Priya K.; Robinson, Daniel H. – Journal of Educational Computing Research, 2022
We sought to identify factors that optimize individual learning in complex, technology-enhanced learning environments. Undergraduates viewed tutorials and played a simulation-based game either alone or in groups and in either high or low cognitive load sequences and later took tests measuring comprehension of tutorials and transfer of computer…
Descriptors: Cognitive Processes, Difficulty Level, Cooperative Learning, Technology Uses in Education
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