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Antonio Ruiz Ezquerro – ProQuest LLC, 2024
This dissertation observed and analyzed the experiences of five higher education students participating in a modified tabletop role-playing game (TRPG) intentionally modified for teaching adaptive leadership concepts. The study observed participants' capacity to learn the adaptive leadership concepts taught throughout the game and the ways in…
Descriptors: Game Based Learning, Role Playing, Leadership Training, Undergraduate Students
Ying-Lien Lin; Wei-Tsong Wang; Min-Ju Hsieh – Education and Information Technologies, 2024
Self-regulated learning (SRL) strategies have been identified as a valuable component of digital game-based learning system (GBLS) activities. However, few studies have focused on the effects of information feedback on self-efficacy, SRL strategies, and perceived and actual learning effectiveness. Social cognitive and SRL theories describe the…
Descriptors: Self Efficacy, Self Management, Learning Strategies, Game Based Learning
Mads Paludan Goddiksen; Aurélien Allard; Anna Catharina Vieira Armond; Christine Clavien; Hillar Loor; Céline Schöpfer; Orsolya Varga; Mikkel Willum Johansen – International Journal for Educational Integrity, 2024
In this paper, we introduce "Integrity Games" (https://integgame.eu/)--a freely available, gamified online teaching tool on academic integrity. In addition, we present results from a randomized controlled experiment measuring the learning outcomes from playing "Integrity Games." "Integrity Games" engages students in…
Descriptors: Game Based Learning, Educational Technology, Integrity, Cheating
Rowan C. Martindale; Barbara Sofia Sulbaran Reyes; Sinjini Sinha; North Cooc – Journal of Geoscience Education, 2024
Educational geoscience games have been increasing in popularity because they promote learning through amusement and encourage students to engage with topical material and each other. Here we describe a new board game, "Reef Survivor", and its use as an instructional tool in undergraduate classes. The educational objective is to teach…
Descriptors: Undergraduate Students, Public Schools, Educational Games, Ecology
Christopher M. Seitz; Jeffrey L. Lennon; Muhsin Michael Orsini; Lauren Elliot; Margaret Lloyd; Fin Findley – Discover Education, 2024
Purpose: This study explored undergraduate college students' opinions of the CDC's online "Solve the Outbreak" (StO) game, a recommended aid in higher education for teaching concepts epidemiological outbreak investigations. Methods: The study was conducted as a game debriefing, in which 16 students enrolled in an undergraduate-level…
Descriptors: Undergraduate Students, Student Attitudes, Epidemiology, Games
Robertson, Wendy M. – Journal of Geoscience Education, 2022
Understanding the global water cycle is fundamental to Earth systems literacy and fostering an informed citizenry; however, students often struggle with terminology, the role of key processes, and estimating the physical and temporal scales, leaving knowledge gaps that impair comprehension. The Hydrologic Cycle Game is a pedagogical tool for…
Descriptors: Learner Engagement, Comprehension, Water, Game Based Learning
Eleni Dermentzi – Journal of Computer Assisted Learning, 2024
Background: Degree apprenticeships (DA) help employees gain new knowledge and skills by allowing them to study towards a university degree while working full time. For these programmes to be effective, the learning design should be adapted to the needs of these students, who are goal oriented (i.e. they want to gain only knowledge that can be…
Descriptors: Foreign Countries, Apprenticeships, Game Based Learning, Flipped Classroom
Chun-Yen Tsai; Yun-An Chen; Fu-Pei Hsieh; Min-Hsiung Chuang; Chien-Liang Lin – Journal of Educational Computing Research, 2024
In higher education, it is challenging to cultivate non-computer science majors' programming concepts. This study used the GAME model (gamification, assessment, modeling, and enquiry) in a programming education course to enhance undergraduates' self-efficacy and performance of basic programming concepts. There were 83 undergraduates taking part in…
Descriptors: Programming, Undergraduate Students, Self Efficacy, Gamification
Weitl-Harms, Sherri; Spanier, Adam; Hastings, John; Rokusek, Matthew – Journal of Cybersecurity Education, Research and Practice, 2023
Gamification in education presents a number of benefits that can theoretically facilitate higher engagement and motivation among students when learning complex, technical concepts. As an innovative, high-potential educational tool, many educators and researchers are attempting to implement more effective gamification into undergraduate coursework.…
Descriptors: Gamification, Undergraduate Students, Information Security, Game Based Learning
Ernesto Pacheco-Velazquez; Virginia Rodés; David Salinas-Navarro – Journal of Technology and Science Education, 2024
This study investigates the impact of game-based learning (GBL), an increasingly popular educational approach, on the development of self-directed learning (SDL) skills in complex scenarios, particularly in undergraduate logistics education. A key component of the three year study is LOST (Logistics Education Simulator), a serious game platform,…
Descriptors: Skill Development, Game Based Learning, Undergraduate Students, Foreign Countries
Pessoa, Pamella Teles; Palanch, Adrianne Christine; Casale, Karina Reche; Montrezor, Luís Henrique; Taxini, Camila Linhares; Azevedo, Maria Antonia; Marcondes, Fernanda Klein – Advances in Physiology Education, 2023
In health courses, the students must be familiar with the effects of intravenous solutions on cell volume and function, a topic where there can be learning difficulties and misunderstandings. Since educational games can assist in understanding complex concepts, we created a game relating solution osmolarity and tonicity to red blood cell volume…
Descriptors: Undergraduate Students, Dentistry, Medicine, Educational Games
Kim, J. B.; Zhong, Chen; Liu, Hong – Journal of Information Systems Education, 2023
Cybersecurity education is becoming increasingly important in modern society, and hands-on practice is an essential element. Although instructors provide hands-on labs in their cybersecurity courses, traditional lab exercises often fail to effectively motivate students. Hence, many instructors desire to incorporate gamification in hands-on…
Descriptors: Gamification, Information Security, Class Activities, Active Learning
Slade Goldman; Katie A. Coscia; Lauren A. Genova – Journal of Chemical Education, 2024
Electron configuration provides insight into the chemical behaviors of elements and is an important concept for students to master in introductory chemistry. To better strengthen undergraduate students' mastery of electron configurations of atoms and ions, we designed a novel, interactive chemistry game called ChemisTree that uses active-learning…
Descriptors: Educational Games, Chemistry, Science Education, Scientific Concepts
Ortiz-Martínez, Esther; Santos-Jaén, Jose Manuel; Marín-Hernández, Salvador – Education and Information Technologies, 2023
New technologies have led to digital educational tools to improve learning. Game-Based Learning makes it possible to test whether there is a positive impact on official grades. We have collected the scores of the Kahoot! games, the marks of the continuous assessment, the final exam, and the final mark of the subject, to create an ad-hoc database.…
Descriptors: Educational Games, Teaching Methods, Accounting, Game Based Learning
Fan, Yue; Lane, H. Chad; Delialioglu, Ömer – Educational Technology & Society, 2022
Due in part to its flexibility and open design, the video game Minecraft has emerged as a popular tool for teaching and learning. Inspired by prior research showing the influence of problem-solving mindsets in physical settings, this study is an effort to understand the extent to which an open-ended task influences subsequent problem-solving…
Descriptors: Creativity, Game Based Learning, Video Games, Problem Solving