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Adele H. T. Kam; Irfan N. Umar – Journal of Computing in Higher Education, 2024
Research in gamified learning is still needed to expound how gamification may be employed to realistically yield positive effects on learning motivation. It is essential to evaluate whether gamification can foster autonomous forms of motivation, such as intrinsic motivation, which has been related to learning persistence and performance quality,…
Descriptors: Gamification, Learning Activities, Learning Motivation, Game Based Learning
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Hans G. K. Hummel; Rob Nadolski; Hugo Huurdeman; Giel van Lankveld; Konstantinos Georgiadis; Aad Slootmaker; Hub Kurvers; Mick Hummel; Petra Neessen; Johan van den Boomen; Ron Pat-El; Julia Fischmann – Journal of Computer Assisted Learning, 2024
Background: Complex skills, like analytical thinking, are essential in preparing students for future professions. Serious games hold potential to stimulate the online acquisition of such professional skills in an active and experiential way. Objective: Rubrics are proven assessment and evaluation instruments, but were never directly integrated…
Descriptors: Game Based Learning, Scoring Rubrics, Educational Games, Computer Simulation
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Daniel Escanez-Exposito; Javier Correa-Marichal; Pino Caballero-Gil – IEEE Transactions on Education, 2024
Quantum computing is an emerging and quickly expanding domain that captivates scientists and engineers. Recognizing the limitations of conventional educational approaches in adequately preparing individuals for their incursion in this area, this research introduces a novel board game called "Qubit: The Game," whose objective is twofold:…
Descriptors: Game Based Learning, Art Education, STEM Education, Competence
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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
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Piedade Vaz-Rebelo; Vanda Santos; Graça Bidarra – Open Education Studies, 2025
This study was developed in the scope of the Poly-Universe in Teacher Training Education project and explores how to promote interdisciplinary and STEAM approaches in teacher education with Poly-Universe, a game based on materials of different geometric shapes and different colours, that obey certain characteristics that allow for various…
Descriptors: Art Education, STEM Education, Curriculum, Competence
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Jones, Matthew; Blanton, Jedediah E.; Williams, Rachel E. – Active Learning in Higher Education, 2023
Self-determination theory (SDT) has empirical support in understanding and enhancing motivation in a variety of contexts, including education settings. Niemac and Ryan have highlighted that using SDT in course design can lead to stronger fulfilment of an internal locus of causality regarding course work. One course design method anchored in SDT is…
Descriptors: Gamification, Student Motivation, Self Determination, Curriculum Development
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Kim, Yoon Jeon; Knowles, Mariah A.; Scianna, Jennifer; Lin, Grace; Ruipérez-Valiente, José A. – British Journal of Educational Technology, 2023
Game-based assessment (GBA), a specific application of games for learning, has been recognized as an alternative form of assessment. While there is a substantive body of literature that supports the educational benefits of GBA, limited work investigates the validity and generalizability of such systems. In this paper, we describe applications of…
Descriptors: Learning Analytics, Validity, Generalizability Theory, Game Based Learning
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Gwo-Jen Hwang; Chun-Chun Chang – Educational Technology Research and Development, 2025
In the clinical medical field, case studies, medication records, examination results, and physician prescriptions are documented in English. As a consequence, the English for Medical Professionals (EMP) program has become one of the important courses in nursing education in non-English-speaking countries. For English as a Foreign Language (EFL)…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Game Based Learning
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Luongo, Nicole – Teacher Educators' Journal, 2023
This article connects the Teacher Educator Technology Competencies (TETCs) to specific technology tools, applications and resources that can be employed in PK-12 and higher education classrooms. The author introduces the TETCs and suggests technology tools for active use by teacher educators and teacher candidates. The article presents various…
Descriptors: Teacher Educators, Technological Literacy, Competence, Faculty Development
Janice D. Gobert; Michael A. Sao Pedro; Haiying Li; Christine Lott – Grantee Submission, 2023
In this entry, we define Intelligent Tutoring Systems (ITSs) and present a description of their core components. We outline a history of the development of ITSs with a focus on key issues that have driven change and innovation in ITSs from their inception to present day. We also present a brief case study on a specific ITS, Inq-ITS (Inquiry…
Descriptors: Intelligent Tutoring Systems, Student Evaluation, Evaluation Methods, Natural Language Processing
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Betsy Ng; Kimberly Hannah Siacor; Nur Shafizah Binte Johan – Journal of Research Initiatives, 2024
There has been a decrease in the motivation levels of primary school students towards learning their native language. In Singapore, the native language is also known as the Mother Tongue Language (MTL). There is also a need for more research on Experiential Learning in primary schools worldwide and MTL classrooms in Singapore. Using the basic…
Descriptors: Student Motivation, Elementary School Students, Native Language Instruction, Experiential Learning
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Gupta, Poornima; Goyal, Preeti – International Journal of Educational Management, 2022
Purpose: The purpose of this paper is to design and incorporate gamebased pedagogy grounded in self-determination theory (SDT) for a higher education course in a business school program. Design/methodology/approach: The study evaluates the learning outcomes of students from higher education in gamified and non-gamified contexts. The study was…
Descriptors: Game Based Learning, Self Determination, Higher Education, Teaching Methods
Harold Abelson, Editor; Siu-Cheung Kong, Editor – MIT Press, 2024
In today's digital society, computational thinking (CT) is a critical component of all children's education. In "Computational Thinking Curricula in K-12," editors Harold Abelson and Siu-Cheung Kong present a range of professional perspectives on the most effective ways to integrate CT into school curricula. Their edited volume, which…
Descriptors: Computation, Thinking Skills, Elementary Secondary Education, Educational Policy
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Fernandez-Rio, Javier; Zumajo-Flores, Marc; Flores-Aguilar, Gonzalo – European Physical Education Review, 2022
The aim of the present study was to compare the possible effects of a gamified programme and a traditional instructional approach in secondary physical education at the level of intrinsic motivation, autonomy satisfaction, competence satisfaction, relatedness satisfaction, and intention to be physically active. A total of 54 year-nine students (14…
Descriptors: Physical Education, Grade 9, Student Satisfaction, Personal Autonomy
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Eadaoin J. Slattery; Deirdre Butler; Michael O'Leary; Kevin Marshall – Irish Educational Studies, 2024
Minecraft Education is a popular digital game-based learning platform designed for use in educational settings. This study explores teachers' experiences of using Minecraft Education as an educational tool to foster the development of key competencies and skills in students. Semi-structured interviews with Irish primary school teachers (N = 11)…
Descriptors: Game Based Learning, Video Games, Technology Uses in Education, Teaching Experience
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