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Aigul I. Akhmetova; Salima S. Seitenova; Begzod K. Khodjaev; Odinakhon R. Jamoldinova; Saule Z. Yerkebaeva; Kenzhegul U. Kazybayeva – Contemporary Educational Technology, 2025
This study presents the first comprehensive dual-database bibliometric analysis of game-based learning research, investigating its evolution between 2015 and 2024 through analysis of 34,125 documents from Scopus (18,487) and Web of Science (WoS) (15,638) using advanced visualization techniques. The findings reveal consistent field expansion with…
Descriptors: Game Based Learning, Bibliometrics, Educational Research, Periodicals
Oscar Rodrigo González-López; María Buenadicha-Mateos; Juan Luis Tato-Jiménez; María Isabel Sánchez-Hernández – SAGE Open, 2025
Using a descriptive cross-sectional survey design, this study investigates how different player types--achiever, explorer, killer, and socializer--engage with gamified learning elements in higher education. Grounded in Self-Determination Theory--which emphasizes autonomy, competence, and relatedness in fostering intrinsic motivation--the research…
Descriptors: Gamification, Game Based Learning, Higher Education, Student Characteristics
Yin Yin Khoo; Mohamad Rohieszan Ramdan; Nor Liza Abdullah; Nurul Ashykin Abd Aziz; Nurhanie Mahjom – International Journal of Education in Mathematics, Science and Technology, 2025
This article aims to systematically explore the literature on game-based learning in higher education, focusing on its impacts on students' thinking and learning. Prisma method was employed to analysis the data. The article published between 2016 to 2023 from Web of Science, Scopus and Eric were taken into consideration for this study with the…
Descriptors: Game Based Learning, Higher Education, Educational Research, Thinking Skills
Maria del Carmen Pegalajar-Palomino; Estefanía Martínez-Valdivia – Journal of Technology and Science Education, 2024
This research explores the perception of university students of Degrees in Education towards gamification mediated by Information and Communication Technologies (ICT) as an innovative teaching strategy, aligned with the principles of educational quality of the UN Agenda 2030. A quantitative, descriptive, cross-sectional and inferential research…
Descriptors: College Freshmen, Student Attitudes, Gamification, Educational Technology
Huertas-Abril, Cristina A.; Muszynska, Barbara – ReCALL, 2023
This international replication study demonstrates how playing a video game is related to multiple dimensions of creativity in foreign language writing. In this research project, university students were asked to interact with a commercial murder mystery video game, "Her Story," and produce a piece of creative writing, which was a…
Descriptors: Video Games, English (Second Language), Second Language Learning, Creative Writing
Alonso-Fernández, Cristina; Calvo-Morata, Antonio; Freire, Manuel; Martínez-Ortiz, Iván; Fernández-Manjón, Baltasar – Interactive Learning Environments, 2023
Game Learning Analytics can be used to conduct evidence-based evaluations of the effect that serious games produce on their players by combining in-game user interactions and traditional evaluation methods. We illustrate this approach with a case-study where we conduct an evidence-based evaluation of a serious game's effectiveness to increase…
Descriptors: Educational Games, Learning Analytics, Game Based Learning, Computer Mediated Communication
Mora-Gonzalez, Jose; Navarro-Mateos, Carmen; Isaac J. Pérez-López – Journal of Teaching in Physical Education, 2023
Purpose: To examine the effects of a 14-week gamification-based physical education teaching program on fitness in college students. Method: A convenience sample of 112 college students (21.22 ± 2.55 years) was distributed among a gamification-based group or a control group (i.e., traditional teaching). College students from the gamification group…
Descriptors: Films, Gamification, Physical Fitness, Health Promotion
Romero Rodríguez, Laura – Education and Information Technologies, 2023
Society is continually evolving and the needs of current generations of students are changing, deriving from the ongoing digital evolution of the whole of society. Gamification tools are increasingly being implemented in education, since previous studies have demonstrated their usefulness to foster motivation, particularly in the case of…
Descriptors: Engineering Education, Educational Games, Gamification, Game Based Learning
Claudia Fernández de Cañete García; Inmaculada Pineda; George Waddell – Language Teaching Research, 2025
Recent research shows that musical training improves children's development of oral and aural skills. This study focuses on developing and testing a methodological framework (Music as a Medium of instruction, MMI) in English language teaching (ELT) by contrasting MMI and gamification methodologies with the participation of 22 Spanish children all…
Descriptors: Music Activities, Music Education, English (Second Language), Second Language Instruction
Ekin, Cansu Cigdem; Gul, Abdulmenaf – International Journal of Technology in Education, 2022
This research aims to conduct a bibliometric study to describe how game-based educational research is structured and how it has evolved over time. For this purpose, bibliometric analysis has been used to analyze 4980 publications indexed by the Elsevier SCOPUS database between 1967 and May 2021. The related publications were evaluated by analyzing…
Descriptors: Bibliometrics, Game Based Learning, Educational Research, Publications
Paula M. Castro; Óscar Fresnedo; Adriana Dapena; Javier Pereira; Francisco J. Vázquez-Araujo – Journal of Service-Learning in Higher Education, 2024
Service-Learning (SL) is a powerful methodology to acquire competences and values in Higher Education. However, there is still no widespread use in Information and Computer Science (ICS) degrees where most of the subjects are focused on the development of theoretical and practical contents purely related to technical competences. In this paper, we…
Descriptors: Service Learning, Undergraduate Students, Bachelors Degrees, Theses
Carlos Montoya-Fernández; Luisa Losada-Puente; Isabel María Gómez-Barreto; Pedro Gil-Madrona – European Early Childhood Education Research Journal, 2024
This systematic review aims to identify the dimensions operationalized in different instruments that assess the developmental domains in Early Childhood Education through play. Research between 2015 and 2021 that dealt with quantitative developmental assessment instruments from 2 to 7 years of age were included. Instruments without psychometric…
Descriptors: Foreign Countries, Early Childhood Education, Play, Developmentally Appropriate Practices
Aranguren, Patricia; Sánchez, Daniel; Casi, Álvaro; Araiz, Miguel; Catalán, Leyre – Journal of Technology and Science Education, 2022
The nowadays European educational framework boosts applying the learned theoretical concepts to real situations. Hence, practice sessions are key resources to present students direct applications of the theoretical concepts shown in class. Thus, developing new educational equipment and practice sessions oriented to bringing theoretical knowledge…
Descriptors: Foreign Countries, Game Based Learning, Educational Games, Educational Equipment
Arboleya-García, Elena; Miralles, Laura – Education Sciences, 2022
Games are a proven tool for learning at all ages and in many contexts. They increase the attractiveness of learning processes through arousing interest and enhancing motivation, and aid with the development of social skills. Educational games provide teachers with different approaches to teaching. 'The Game of the Sea' is an interdisciplinary…
Descriptors: Educational Games, Marine Biology, Oceanography, Teaching Methods
Casanoves, Marina; Solé-Llussà, Anna; Haro, Juan; Gericke, Niklas; Valls, Cristina – Research in Science & Technological Education, 2023
Background: Game-based science learning (GBSL) provide an alternative route for learning genetics, but its effects on students' conceptual learning is contested. In this paper we assess the utility, in primary teacher education, of Recal - a game designed to promote participants' learning of key genetic concepts through acting as detectives…
Descriptors: Science Instruction, Genetics, Teaching Methods, Game Based Learning
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