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Ching-Yi Chang; Hsiu-Ju Jen; Jie Chi Yang – Interactive Learning Environments, 2024
Nursing students participating in labor support training need to learn core clinical skills to assess the delivery process to reduce the risk and labor pain of pregnant women. We proposed an approach to integrate scenario game-based learning with the experiential learning strategy to facilitate nursing students' learning performance and six core…
Descriptors: Vignettes, Game Based Learning, Experiential Learning, Learning Strategies
Chawin Chukusol; Prachyanun Nilsook; Panita Wannapiroon – International Education Studies, 2024
This study focuses on the development and evaluation of a challenge-based hybrid learning approach utilizing a virtual board games platform to enhance international standard student competency. Our research applies educational management theories to challenge-based learning, providing learners with diverse opportunities for engagement,…
Descriptors: Blended Learning, Game Based Learning, Problem Solving, Learner Engagement
Kate Swartz – Communication Teacher, 2024
This activity offers students a way to engage in cover letter writing, familiarizing themselves with the style and content of these documents in a creative, fictional scenario. Students will both prepare letters and evaluate them, with options to vary the gamification of the activity included. During the debrief, students assess their experience…
Descriptors: Writing Instruction, Business Communication, Organizational Communication, Letters (Correspondence)
Lilla Bónus; Erzsébet Antal; Erzsébet Korom – Journal of Science Education and Technology, 2024
This research focuses on "BioScientist," a digital game-based, inquiry-based learning program embedded in the biology curriculum that develops inquiry skills in 8th-grade students. The aim of this paper is to demonstrate a combination of elements of digital game-based learning (DGBL) with inquiry-based learning (IBL) through…
Descriptors: Educational Technology, Game Based Learning, Video Games, Inquiry
Frank Devereux; Enda Whyte; Nathan Gavigan; Siobhan O'Connor – European Physical Education Review, 2024
Despite calls for injury prevention exercise programmes (IPEPs) to move to school settings for the general adolescent population, current research has had mixed outcomes regarding their efficacy in schools as many of the traditional barriers to IPEP implementation still exist, for example, lack of engagement with the programme. A games-based…
Descriptors: Physical Education, Secondary Education, Injuries, Prevention
Thomas Coleman; Arthur G. Money – International Journal of Information and Learning Technology, 2024
Purpose: This paper presents the student-centred experience (SCE) game design framework, which aims to guide the design of holistic student-centred digital game-based learning (SCDGBL) experiences, which fully integrate all seven tenets of student-centred learning (SCL). The paper also rationalises the need for the framework and presents the steps…
Descriptors: Student Centered Learning, Game Based Learning, Learning Experience, Instructional Design
Maryan Al-Houssein – ProQuest LLC, 2024
This case study investigated middle school students' perceptions of digital game-based learning (DGBL) in the classroom, focusing on engagement, motivation, and academic achievement. Using Piaget's (1962) Constructivist Learning Theory as a framework, the research examined the influence of interactive digital games on students' educational…
Descriptors: Middle School Students, Student Attitudes, Game Based Learning, Video Games
Abdul Ghani, Azril Shahreez; Abdul Rahim, Ahmad Fuad; Yusoff, Muhamad Saiful Bahri; Hadie, Siti Nurma Hanim – Research and Practice in Technology Enhanced Learning, 2022
The application of gamified elements to PBL to promote student engagement has not been systematically described. Hence, we conducted a review based on Arksey and O'Malley's five-stage scoping review framework, involving research question identification, relevant study identification, study selection, data charting, and result collating and…
Descriptors: Problem Based Learning, Educational Environment, Game Based Learning, Literature Reviews
Anggraeni, Leni; Affandi, Idrus; Wahyudin, Dinn; Paramitha, Sandey Tantra; Ramadhan, Muhammad Gilang – International Journal of Education in Mathematics, Science and Technology, 2022
The implementation of peace education in the university environment has not yet found the right technical implementation, so the main goal in peace education has not been achieved, especially the application in the university environment. Therefore, this research aims to determine the general perception of board games as a media of peace education…
Descriptors: College Students, Games, Game Based Learning, Peace
Zhao, Jingjie; Zhou, Kaiyuan; Ding, Yi – Asia-Pacific Education Researcher, 2022
Applying digital games (DG) in medical education and learning is increasing. The purpose of this meta-analysis was to determine the effectiveness of DG compared with other methods in terms of improving knowledge or satisfaction of learners in the medical field. An extensive search of publications dated between 2010 and 2020 was carried out through…
Descriptors: Game Based Learning, Medical Education, Instructional Effectiveness, Student Satisfaction
Dever, Daryn A.; Wiedbusch, Megan D.; Cloude, Elizabeth B.; Lester, James; Azevedo, Roger – Discourse Processes: A Multidisciplinary Journal, 2022
This study examined 57 learners' emotions (i.e., joy, anger, confusion, frustration) as they engaged with scientific content while learning about microbiology with Crystal Island, a game-based learning environment (GBLE). Measures of learners' prior knowledge, in-game text comprehension, facial expressions of emotion, and posttest reading…
Descriptors: Psychological Patterns, Reading Comprehension, Game Based Learning, Science Education
Leonardou, Angeliki; Rigou, Maria; Panagiotarou, Aliki; Garofalakis, John – Smart Learning Environments, 2022
The primary question of this study is whether OLM and OSLM mechanisms, when used in a digital game, offer higher motivation. Furthermore, the study investigates whether a game's aesthetics and mechanics support players' intrinsic motivation. Both claims are tested through the design, implementation and pilot use of the Multiplication Game (MG). MG…
Descriptors: Game Based Learning, Student Motivation, Student Attitudes, Video Games
Mavroudi, Anna; Almeida, Teresa; Frennert, Susanne; Laaksolahti, Jarmo; Viberg, Olga – Education and Information Technologies, 2022
The importance of providing mechanisms and tools that effectively support the transition from implicit to explicit representations of Learning Design has been emphasised by previous research in the field of Technology-Enhanced Learning (TEL). In addition, the benefits of Game-based learning approaches have been long documented in the educational…
Descriptors: Game Based Learning, Technology Uses in Education, Educational Games, Instructional Design
Saleem, Awaz Naaman; Noori, Narmin Mohammed; Ozdamli, Fezile – Technology, Knowledge and Learning, 2022
In recent years, there has been a lot of attention given to the trend of including game elements into non-gaming facilities. The usage of gamification in education is a massive benefit for motivation, user interaction, and social effects. The gamified elements such as points, badge, feedbacks, level, rewards, challenges, etc. have been used in…
Descriptors: Game Based Learning, Electronic Learning, Technology Uses in Education, Learner Engagement
Slater, Carleigh – International Journal of the Whole Child, 2022
The role of school has drastically changed over the past several decades. Standards and added subjects lead to a challenging and narrow view of education. The consequences of added pressure undermine the role of play throughout K-12 school systems. Research studies continue to describe play as vital for the success of children's development and…
Descriptors: Elementary Secondary Education, Play, Child Development, Academic Achievement