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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
Cuervo-Cely, Karen D.; Restrepo-Calle, Felipe; Ramírez-Echeverry, Jhon J. – Journal of Information Technology Education: Research, 2022
Aim/Purpose: The purpose of this research is to examine the effect of computer-assisted gamification on the learning motivation of computer programming students. Background: The teaching-learning of computer programming involves challenges that imply using learning environments in which the student is actively involved. Gamification is an…
Descriptors: Game Based Learning, Student Motivation, Computer Science Education, Programming
Adkins-Jablonsky, Sarah J.; Shaffer, Justin F.; Morris, J. Jeffrey; England, Ben; Raut, Samiksha – CBE - Life Sciences Education, 2021
Anxiety can impact overall performance and persistence in college. Student response systems (SRSs), real-time active-learning technologies used to engage students and gauge their understanding, have been shown to elicit anxiety for some students. Kahoot! is an SRS technology that differs from others in that it involves gamification, the use of…
Descriptors: Audience Response Systems, Anxiety, Introductory Courses, Biology
Wan, Kelvin; King, Vivian; Chan, Kevin – Electronic Journal of e-Learning, 2021
Game-Based Learning (GBL) has been recognized as an essential tool for motivating students to engage in active and constructive learning. While there is a link between GBL and learning outcomes, current research evidence tends to undermine the interrelationships of concepts and oversimplify flow experience in the context of GBL. This study adopted…
Descriptors: Metacognition, Game Based Learning, Student Motivation, Correlation
Margolin, Jonathan; Ba, Harouna; Friedman, Lawrence B.; Swanlund, Andrew; Dhillon, Sonica; Liu, Feng – Journal of Research on Technology in Education, 2021
The "Playground Physics" program combines informal, play-based, embodied learning experiences to support middle school students' engagement with and motivation to learn about complex and abstract physics concepts. This experimental design study examines the impact of "Playground Physics" on students' science motivation,…
Descriptors: Program Effectiveness, Playground Activities, Game Based Learning, Informal Education
Ng, Davy Tsz Kit; Chu, Samuel Kai Wah – Online Learning, 2021
In Hong Kong, after-school activities have long been used to foster friendships and to allow students to pursue their interests in an informal setting. This case study reports on a three-phase action research process in which information technology teachers delivered after-school activities focused on artificial intelligence during the COVID-19…
Descriptors: Student Motivation, Student Satisfaction, Secondary School Students, Artificial Intelligence
Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2022
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. The "EdMedia + Innovate Learning" conference took place in New York,…
Descriptors: Educational Technology, Flipped Classroom, Online Courses, Student Projects