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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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Gomez, Manuel J.; Ruipérez-Valiente, Jose A.; Clemente, Félix J. Garcia – IEEE Transactions on Learning Technologies, 2023
Technology has become an essential part of our everyday life, and its use in educational environments keeps growing. In addition, games are one of the most popular activities across cultures and ages, and there is ample evidence that supports the benefits of using games for assessment. This field is commonly known as game-based assessment (GBA),…
Descriptors: Literature Reviews, Game Based Learning, Evaluation Methods, Elementary Secondary Education
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Ratnasari, Wiwit; Chou, Tzu-Chuan; Huang, Chen-Hao – Educational Technology & Society, 2023
The digital revolution has heavily influenced digital game-based learning, yet as the revolution progresses, the conception of such learning has shifted along with the increasing complexity of the digital environment. Our study thus aims to identify research standing at this important juncture and to explain the shift in digital game-based…
Descriptors: Educational Research, Citation Analysis, Network Analysis, Game Based Learning
Bisz, Joe; Mondelli, Victoria L. – Teachers College Press, 2023
Every educator's imaginative instincts will be guided by this book's practical design method, which harnesses the power of play for student learning. Teachers from all disciplines and levels can create a full spectrum of engaging exercises through the authors' six accessible ALLURE steps: (1) Ask where to apply the play; (2) List the mental moves;…
Descriptors: Design, Active Learning, Educational Games, Game Based Learning
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Lei, Hao; Chiu, Ming Ming; Wang, Danyi; Wang, Chenxin; Xie, Tongwei – Journal of Educational Computing Research, 2022
This meta-analysis examines the effects of game-based learning (GBL), compared with traditional instructional methods, on the science achievement of students, ranging from primary school to university. Results from the 41 primary studies of 6256 participants showed heterogeneity among effect sizes. The random effects model results showed a…
Descriptors: Game Based Learning, Science Achievement, Meta Analysis, Elementary Secondary Education
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Lei, Hao; Wang, Chenxin; Chiu, Ming Ming; Chen, Shuangye – Journal of Computer Assisted Learning, 2022
Background: Researchers debate whether game-based learning (GBL) affects students' achievement emotions, as past studies yielded mixed results. Objectives: This study determines the overall effect of GBL on students' positive achievement emotion and their negative achievement emotions (PAEs, NAEs), along with their moderators. Methods: This…
Descriptors: Educational Games, Academic Achievement, Psychological Patterns, Meta Analysis
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Wang, Xinyue; Cheng, Mengmeng; Li, Xinfeng – Journal of Educational Computing Research, 2023
Computational thinking (CT) is considered a fundamental skill that everyone in the 21st century should have. Game-based learning (GBL) may be used to teach CT, and it's necessary to clarify how to design and implement game-based CT teaching. The literature was systematically searched for empirical studies published between 2011 and 2021.…
Descriptors: Computation, Thinking Skills, Game Based Learning, Teaching Methods
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Zhitian Skylor Zhang; Martina Seemann; Richard Joos; Markus Suren; Helge Fischer; Mathias Hofmann – Journal of Creative Behavior, 2025
Given the increasing emphasis on game-based approaches (GBAs) and the critical importance of cultivating creativity, there is an urgent need for a comprehensive examination of this emerging interdisciplinary field. The present study employs a scoping review methodology to provide an overview of the existing research that utilized GBAs as a means…
Descriptors: Creativity, Teaching Methods, Game Based Learning, Interdisciplinary Approach
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Taraldsen, Lene Hayden; Haara, Frode Olav; Lysne, Mari Skjerdal; Jensen, Pernille Reitan; Jenssen, Eirik S. – Education Inquiry, 2022
This review article focuses on use of an escape room as a didactic tool in teaching and learning, as identified in empirical studies that have examined the use of escape rooms in educational contexts. The review studied the methods used to study escape rooms, what the focus of attention was, what the reported use was, and implications this has for…
Descriptors: Literature Reviews, Teaching Methods, Educational Environment, Cooperative Learning
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Kalogiannakis, Michail; Papadakis, Stamatios; Zourmpakis, Alkinoos-Ioannis – Education Sciences, 2021
The implementation of gamification in education has attracted many researchers to increase engagement and achieve learning more effectively. Implementing technology in science curricula has seen a massive influx over the past years to stop the decline in students' motivation towards science learning and promote scientific thinking. This study's…
Descriptors: Game Based Learning, Science Education, Literature Reviews, Student Motivation
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Demirbilek, Muhammet; Talan, Tarik; Alzouebi, Khadeegha – International Journal of Technology in Education, 2022
The purpose of this study is to identify key factors and barriers to implementing gamification in English Foreign language teaching. In alignment with the purpose of the study, the perspectives of English teachers (which grades) were obtained. This study was designed as a qualitative study. A total of 16 teachers participated in the study.…
Descriptors: English (Second Language), Language Teachers, Second Language Instruction, Teacher Attitudes
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Alper, Ayfer; Öztas, Elif Sengün; Atun, Handan; Çinar, Dinçer; Moyenga, Moussa – International Journal of Technology in Education and Science, 2021
Changes in the lifestyles of human beings keep up with science and technology in tandem with the growth of science and technology. As in all fields, expectations are influenced by the advancement of science and technology for the use of emerging technologies in educational environments. By empowering the physical world with virtual information,…
Descriptors: Educational Research, Educational Technology, Technology Integration, Instructional Effectiveness
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Foster, Aroutis; Shah, Mamta – Journal of Digital Learning in Teacher Education, 2020
In this analytical paper, we argue for the centrality of teachers in game-based learning (GBL) interventions. We examine the following research question, "What principles emerge from teacher education in game-based learning research conducted from 2007-2018?". In doing so, we examine evidence generated over 10+ years deductively and…
Descriptors: Game Based Learning, Preservice Teachers, Preservice Teacher Education, Professional Identity
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Inanç, Hasan Burak; Akkas Baysal, Emine – English Language Teaching Educational Journal, 2022
This study aimed to evaluate the research in the use of the gamification method in English language teaching. In this study, thirty-eight researches were evaluated. For this purpose, the Council of Higher Education National Thesis Center and Google Academic databases were used to reach research in the use of the gamification method in English…
Descriptors: Meta Analysis, Game Based Learning, Teaching Methods, English (Second Language)
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Ng, Davy Tsz Kit; Lee, Min; Tan, Roy Jun Yi; Hu, Xiao; Downie, J. Stephen; Chu, Samuel Kai Wah – Education and Information Technologies, 2023
In recent years, with the popularity of AI technologies in our everyday life, researchers have begun to discuss an emerging term "AI literacy". However, there is a lack of review to understand how AI teaching and learning (AITL) research looks like over the past two decades to provide the research basis for AI literacy education. To…
Descriptors: Artificial Intelligence, Technology Uses in Education, Technological Literacy, Literacy Education
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