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Wang, Ding-Chau; Huang, Yong-Ming – Educational Technology Research and Development, 2023
Competition in digital game-based learning (DGBL) is tantamount to a double-edged sword, because it not only improves students' learning performance, but may also cause them psychological stress. Therefore, researchers focus on collaboration, for it can mitigate the negative effect of competition. However, studies on the correlations among…
Descriptors: Game Based Learning, Cooperation, Competition, Correlation
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Chen, Hao; Zhang, Yan; Zhang, Song; Lyu, Tu – Education and Information Technologies, 2023
This study examines the effect of a gamified information security education system (ISES) on developing users' information security awareness and protection behavioral intention. We developed a research model based on affordance theory and means-end chain theory. Using a scenario-based experimental survey approach, we obtained 220 valid samples…
Descriptors: Intention, Information Security, Computer Security, Correlation
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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
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Harun Cigdem; Mustafa Ozturk; Yusuf Karabacak; Nuri Atik; Serkan Gürkan; Mevlana Halit Aldemir – Education and Information Technologies, 2024
Effectively engaging learners in an online learning environment is a crucial component of instructional design that contributes to improving performance. Gamification, a contemporary instructional strategy, seeks to integrate game elements such as leaderboards into non-game contexts with the aim of increasing learner engagement and performance.…
Descriptors: Online Courses, Engineering Education, State Universities, Learner Engagement
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Orly Klein-Latucha; Arnon Hershkovitz – Journal of Learning Analytics, 2024
We report on a large-scale, log-based study of the associations between persistence and success in an online game-based learning environment for elementary school mathematics. While working with applets, learners can rerun a task after completing it or can halt before completing and rerun it again; both of these mechanisms may improve the score.…
Descriptors: Academic Persistence, Game Based Learning, Educational Technology, Mathematics Instruction
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Fatma Burcu Topu – Journal of Learning and Teaching in Digital Age, 2024
The characteristic differences of participants affect their reactions to various gamification elements. Thus, it is critical to reveal the impact different type of students on gamified interventions, and the relation of personality features and gamified learning process. In this study, it is compered the motivation and perception of participants…
Descriptors: Cognitive Style, Learning Motivation, Game Based Learning, Learning Processes
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Xiaoli Huang; Wei Xu; Ruijia Liu – International Journal of Distance Education Technologies, 2025
This article presents a meta-analysis of the existing literature using Stata 18.0, focusing on the effects of ITSs on learning attitudes, knowledge acquisition, learner motivation, performance, problem-solving skills, test scores, and educational outcomes across different countries and educational levels (k = 30, g = 0.86). The findings suggest…
Descriptors: Intelligent Tutoring Systems, Outcomes of Education, Learning Motivation, Student Attitudes
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Aura, Isabella; Järvelä, Simo; Hassan, Lobna; Hamari, Juho – Journal of Educational Research, 2023
This study examines the effects of a role-play-based pedagogical method in Finland on the twenty-first century skills propensity among 6th graders (12-year-olds). The approach entails a simulation of a society in a gamified learning environment as part of their formal education. Structural Equation Modeling was employed to analyze the students' (N…
Descriptors: Role Playing, 21st Century Skills, Teaching Methods, Grade 6
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Daniel J. Mills; Jeremy S. White – Turkish Online Journal of Educational Technology - TOJET, 2024
The researchers examined the relationship between informal digital gameplay and learner profiles in two Japanese private universities. Seventy-eight participants responded to 59 items on a digital questionnaire that consisted of four sections: 1) Learner Profiles, 2) Digital Game Usage, 3) Open-Responses, and 4) Demographics. The results of the…
Descriptors: Influence of Technology, Private Colleges, Foreign Countries, Game Based Learning
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Jaskari, Minna-Maarit; Syrjälä, Henna – Journal of Marketing Education, 2023
In this article, we examine the linkage between students' game-playing motivations and a wide variety of gamification elements within higher marketing education. Using an interpretive and convergent mixed-methods design, we discover four clusters of students that vary in terms of their game-motivational bases and views on gamification elements.…
Descriptors: Marketing, Game Based Learning, Undergraduate Students, Student Attitudes
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Sercemeli, Murat; Baydas Onlu, Ozlem – Education and Information Technologies, 2023
The study aims to examine student emotions and behavior in a Gamified Learning Environment (GLE) in detail. In the study, in order to reveal the behavior (dynamics) and feelings (emotions) that emerge within the framework of the mechanics applied in the GLE process, it is within the scope of the main objectives of the study to determine how…
Descriptors: Accounting, Teaching Methods, Game Based Learning, Outcomes of Education
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York, James; Poole, Frederick J.; deHaan, Jonathan W. – Foreign Language Annals, 2021
In this paper, we argue that current research on games in language education, predominantly framed as "digital game-based language learning" (DGBLL), is lacking details regarding the role of teachers, or more precisely, the verbalization of the pedagogical underpinnings, scaffolds, and techniques teachers use to successfully integrate…
Descriptors: Educational Games, Teaching Methods, Game Based Learning, Second Language Learning
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Frederick J. Poole; Matthew D. Coss; Jody Clarke-Midura – Language Learning & Technology, 2025
This study explored the use of stealth assessments within a digital game to assess second language (L2) Chinese learners' reading comprehension. Log data tracking learners' in-game behaviors from a game designed for Chinese dual language immersion classrooms (Poole et al., 2022) were used to construct Bayesian Belief Networks to model reading…
Descriptors: Second Language Instruction, Second Language Learning, Reading Comprehension, Game Based Learning
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Sener, Nurcan – Education Quarterly Reviews, 2021
In the current study, it was aimed to examine the relationship between fourth grade students' social skills, their attitudes towards Social Studies course and their academic achievement. In line with the purpose, the present research adopted a convergent parallel design, one of the mixed type research methods. Quantitative data were collected from…
Descriptors: Correlation, Elementary School Students, Preadolescents, Grade 4
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Chen, Liwen – Educational Technology & Society, 2023
The aim of this Q-study was to identify and categorize learners' learning styles and preferences with regard to the incorporation of gamification-enhanced activities in a partially flipped gamified classroom during a Taiwan university eighteen week's Introduction to Marketing course. Q-methodology was used because it identifies assorted viewpoints…
Descriptors: Cognitive Style, Flipped Classroom, Teaching Methods, Q Methodology
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