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Clemens Drieschner; Ferdinand Xiong; Florian Bajraktari; Matthias C. Utesch; Jorg Weking; Helmut Krcmar – IEEE Transactions on Learning Technologies, 2025
The growing demand for sustainable products and services has led to the emergence of a range of entrepreneurial opportunities for innovative business solutions. These new opportunities require novel entrepreneurial skills to design, grow, and maintain sustainable businesses. However, existing educational games do not address the specific skills…
Descriptors: High School Students, Game Based Learning, Games, Entrepreneurship
Ibrahim Abba Mohammed; Oluwole Caleb Falode; Ibrahim Ismaila Kuta; Ahmed Bello – Education and Information Technologies, 2024
The COVID-19 pandemic kick-started a new paradigm shift in the way and manner teaching and learning takes place on the global scale due to the lockdown that succeeded in shutting down school activities. As a result, most institutions turned to technology supported e-learning as against the traditional face-to-face teaching and learning in order to…
Descriptors: Game Based Learning, Educational Technology, Academic Achievement, Achievement Tests
Emma Whitt; Mark Haselgrove – Psychology Teaching Review, 2023
Using games in a classroom setting to help engagement and learning is becoming popular, but controlled investigations into the benefits of games are few. Games are potentially a way to incorporate retrieval practice into a class and garner subsequent benefits to memory. The aim of the present study was to investigate whether a board game assisted…
Descriptors: Instructional Effectiveness, Game Based Learning, Biology, Psychology
Bhatia, Parnika; Le Diagon, Sarah; Langlois, Emma; William, Melissa; Prado, Jérôme; Gardes, Marie-Line – Journal of Computer Assisted Learning, 2023
Background: Digital game-based learning is gaining increased attention from both researchers and educators for improving mathematics instruction. However, the evidence for game-based learning is mixed and research with rigorous research design and analyses are limited. Objective: Here, in a pre-registered randomized controlled study, we…
Descriptors: Fractions, Mathematics Instruction, Comparative Analysis, Game Based Learning
Mohanarajah, Selvarajah; Sritharan, Thambithurai – Journal of Information Technology Education: Research, 2022
Aim/Purpose: The key objective of this research is to examine whether fix-and-play educational games improve students' performance in learning programming languages. We also quantified the flow experiences of the students and analyzed how the flow contributes to their academic performances. Background: Traditionally, learning the first computer…
Descriptors: Game Based Learning, Educational Games, Programming, Learner Engagement
Stephen M. Fitzjohn; Alice M. Semenenko; Frances M. MacMillan – Advances in Physiology Education, 2025
In response to a decline in the numeracy skills and confidence of first-year biomedical science undergraduate students, a series of quizzes was developed to encourage students to practice their numeracy skills with topic-related problems. The quizzes were created using existing tools in the online learning platform Blackboard (Blackboard, Inc.).…
Descriptors: Active Learning, Numeracy, Self Efficacy, Learning Management Systems
Zebel-Al Tareq; Raja Jamilah Raja Yusof – IEEE Transactions on Education, 2024
Contribution: A problem-solving approach (PSA) model derived from major computational thinking (CT) concepts. This model can be utilized to formulate solutions for different algorithmic problems and translate them into effective active learning methods. Background: Different teaching approaches for programming are widely available; however, being…
Descriptors: Models, Problem Solving, Computation, Thinking Skills
Boggio, Cynthia; Zaher, Ahmed; Bosse, Marie-Line – British Journal of Educational Technology, 2023
The present study assessed the effectiveness of the ECRIMO educational application designed to build first-grade level spelling skills. We tested whether using the app to teach spelling would be as effective as providing the same training using traditional paper exercises. The effect of integrating gamification into mobile learning apps, which has…
Descriptors: Grade 1, Elementary School Students, Computer Software, Spelling Instruction
Tally, William; Brett, Jessica; Parris, John – Education Development Center, Inc., 2022
Since 2012, the Prudence Foundation has been working to address the gap in financial literacy in developing nations by creating and distributing financial literacy media and curricula targeting 7- to 10-year-olds in Asia and, more recently, Africa. "Cha-Ching!" is a multipronged learning initiative that reaches children, teachers, and…
Descriptors: Financial Literacy, Game Based Learning, Interaction, Video Games
Tally, William; Brett, Jessica; Parris, John – Education Development Center, Inc., 2022
This report shares findings from EDC's evaluation study of "Cha-Ching Money Adventures." "Cha-Ching" is an interactive learning game that introduces 7- to 10-year-olds to fundamental financial concepts and fosters family dialogue about financial decisions. The authors found that the game was engaging for eight- and…
Descriptors: Financial Literacy, Game Based Learning, Interaction, Video Games
Saleh, Asmalina; Phillips, Tanner M.; Hmelo-Silver, Cindy E.; Glazewski, Krista D.; Mott, Bradford W.; Lester, James C. – British Journal of Educational Technology, 2022
This exploratory paper highlights how problem-based learning (PBL) provided the pedagogical framework used to design and interpret learning analytics from "Crystal Island: EcoJourneys," a collaborative game-based learning environment centred on supporting science inquiry. In "Crystal Island: EcoJourneys," students work in teams…
Descriptors: Cooperative Learning, Learning Analytics, Pretests Posttests, Problem Based Learning
Orejuela, Jerome G.; Tolin, Marife R.; Soreta, Myla O.; Ocampo, Darrel M. – Online Submission, 2022
The study aimed to determine the effectiveness of gamifying instruction in the English language proficiency of Grade 8 Filipino ESL students in one University in Bicol, Philippines, that offers Junior High School. The quasi-experimental single pretest-posttest design was used in the study. The researcher-made test which underwent series of…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
Souribio, Christine N. – Online Submission, 2023
"Gamification is the process of using game thinking and game dynamics to engage audiences and solve problems", Zichermann (2011). The aim of this research is to facilitate the least-learned competencies in the English subject of students of Grade 8 in Tupi National High School for the academic year 2022-2023. With this, the researcher…
Descriptors: Problem Solving, Game Based Learning, High School Students, Language Tests
van Putten, Sonja; Blom, Nicolaas; van Coller, Angelique – International Journal of Mathematical Education in Science and Technology, 2022
This study investigated the developmental influence of collaborative games, in the form of game-based worksheets, on the performance and attitudes of sixth-graders in the mathematics classroom. It is posited that games have the potential to enhance learning through positive emotional experiences. Non-digital game-based learning methodologies are…
Descriptors: Grade 6, Cooperative Learning, Mathematics Instruction, Game Based Learning

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