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Showing 1 to 15 of 78 results Save | Export
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Marcela Pessoa; Marcia Lima; Fernanda Pires; Gabriel Haydar; Rafaela Melo; Luiz Rodrigues; David Oliveira; Elaine Oliveira; Leandro Galvao; Bruno Gadelha; Seiji Isotani; Isabela Gasparini; Tayana Conte – IEEE Transactions on Learning Technologies, 2024
Game designers and researchers have sought to create gameful environments that consider user preferences to increase engagement and motivation. In this sense, it is essential to identify the most suitable game elements for users' profiles. Designers and researchers must choose strategies to classify users into predefined profiles and select the…
Descriptors: Educational Environment, Game Based Learning, Classification, Learner Engagement
Declan Andrew McClintock – ProQuest LLC, 2024
Serious games research shows that games can increase engagement and improve learning outcomes over traditional instruction, but the impact of specific elements of serious games has yet to be fully explored across many contexts. Additionally, many existing intervention studies omit the details of the game design and development theory that informed…
Descriptors: Outcomes of Education, Game Based Learning, Intervention, Design
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Toby Russo; James Russo – Australian Primary Mathematics Classroom, 2024
Mathematical games can be used to engage learners, promote fluency and deepen conceptual understanding. When considering the level of engagement of students, sometimes a small change can have a large impact. Something as simple as switching dice for cards in a game and, importantly, introducing a 'non-replacement' mechanism to the gameplay, can…
Descriptors: Foreign Countries, Mathematics Instruction, Educational Games, Gamification
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Stuart Evans; Kellie Sanders – Strategies: A Journal for Physical and Sport Educators, 2024
Many high school students fear and dislike introductory biomechanics, which can add to the challenges physical educators face in teaching and supporting their students' learning. There is evidence that active and participative learning approaches can improve student engagement with and understanding of biomechanical concepts. This can be done by…
Descriptors: Game Based Learning, Biomechanics, High School Students, Learner Engagement
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Ricardo Marcos; André Gomes; Marta Santos; António Coelho – Anatomical Sciences Education, 2025
Histology is a preclinical subject transversal in medical, dental, and veterinary curricula. Classical teaching approaches in histology are often undermined by lower motivation and engagement of students, which may be addressed by innovative learning environments. Herein, we developed a serious game approach and compared it with a classical…
Descriptors: Veterinary Medical Education, Game Based Learning, Gamification, Learner Engagement
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D. Joel Whalen; Charles Drehmer; Andrew Cavanaugh – Business and Professional Communication Quarterly, 2024
Artificial intelligence assignments lead this article's 11 teaching innovations selected from the "My Favorite Assignments" presented at the 2023 Association for Business Communication's (ABC's) 88th Annual International Conference held in the Mile-High City: Denver, Colorado, USA. Pedagogy presented here also includes ideas to enhance…
Descriptors: Business Communication, Business Education, Artificial Intelligence, Assignments
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Mauro H. André – Strategies: A Journal for Physical and Sport Educators, 2024
Student-centered pedagogical models (e.g., games-based approaches) have been encouraging physical education teachers to teach team and individual sports with game forms (small-sided and modified games) that promote play time for all students. These teaching methodologies promote students' motivation and engagement and enable an easier transition…
Descriptors: Educational Games, Physical Education, Curriculum Development, Game Based Learning
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Ernesto Armando Pacheco-Velázquez; Virginia Rodés-Paragarino; Sergio Augusto Ramírez-Echeverri – Smart Learning Environments, 2025
The article discusses the efficacy of game-based learning (GBL) in logistics education, specifically through an empirical evaluation of the "Logistics Simulator LOST." Recognizing the complexities of evaluating serious games--interactive serious games platforms designed for educational, purpose--the article emphasizes the need for games…
Descriptors: Foreign Countries, Undergraduate Students, Engineering Education, Game Based Learning
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Chun-Hsin Kuo; Meng-Jun Chen; Robasa Nababan; Hsiao-Ching She – IEEE Transactions on Learning Technologies, 2024
Game-based learning (GBL) has long been recognized as an effective way to engage students in learning through games, but little emphasis has been placed on scaffolding support for students, which hinders their learning. Therefore, our design of Space Adventure GBL ties games closely to scaffolds at every stage and investigates what role games and…
Descriptors: Game Based Learning, Scaffolding (Teaching Technique), Grade 8, Instructional Effectiveness
Noreen Dunnett – Routledge Research in Education, 2024
This book challenges common understandings of boredom and disengagement in classrooms, taking a relational approach to boredom which looks beyond the usual distinctions between in-school and out-of-school practices. The book explores how a sociomaterial perspective can provide an alternative analysis of boredom as performative, and as a phenomenon…
Descriptors: Foreign Countries, Secondary Schools, Secondary School Students, Game Based Learning
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David Tomczyk; Atul Teckchandani – Management Teaching Review, 2025
Despite the many theories supporting experiential learning, there is little guidance on how to design effective experiential exercises. To address this gap, we adapt insights from gamification research to devise a step-by-step process that management instructors may use to design effective experiential exercises for use in face-to-face and virtual…
Descriptors: Experiential Learning, Gamification, In Person Learning, Electronic Learning
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Liping Sun; Marjaana Kangas; Heli Ruokamo – Interactive Learning Environments, 2024
Intelligent game-based learning environments have developed and created dynamic, effective, and engaging learning experiences, serving as a tutoring framework for students of different educational levels. Although game-based features have recently been shown to have the potential to improve intelligent tutoring systems in these learning…
Descriptors: Game Based Learning, Literature Reviews, Intelligent Tutoring Systems, Influence of Technology
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Jelena Ilic; Mirjana Ivanovic; Aleksandra Klašnja-Milicevic – Journal of Baltic Science Education, 2024
STEM education, which includes science, technology, engineering and mathematics, has been expanding for the past two decades. This study aimed to map new trends and the possibility of implementing digital game-based learning (DGBL) in STEM education. For this purpose, a systematic literature review was conducted. The resulting sample was further…
Descriptors: Game Based Learning, STEM Education, Student Motivation, Video Games
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Hsin-Yi Liang; Gwo-Jen Hwang; Tien-Yu Hsu; Jen-Yuan Yeh – British Journal of Educational Technology, 2024
Recently, alternate reality games (ARGs) have been applied in museum learning to encourage learners' active engagement through playful problem-solving activities. However, most learners have insufficient prior knowledge and metacognitive skills to complete the learning tasks in such games. To support learning with ARGs, there is a need to provide…
Descriptors: Artificial Intelligence, Technology Uses in Education, Computer Simulation, Game Based Learning
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Christos Papakostas – Teaching Theology & Religion, 2024
This paper discusses the potential of DGBL to facilitate transformation in the context of religious education, arguing for the fact that it is immersive, interactive, and experiential. The paper outlines how this could substantially provide a more engaging learning environment for students, develop critical thinking, and ensure effective learning…
Descriptors: Educational Technology, Game Based Learning, Religious Education, Learner Engagement
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