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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
P. M. Shanthami – Journal of Educational Technology, 2025
This study aimed to investigate the impact of gamification on students' learning outcomes in a higher secondary school subject, specifically focusing on the topic of Morphology. A quasi-experimental research design was employed, involving an experimental group that received gamified instruction using Kahoot and a control group that received…
Descriptors: Gamification, Botany, Secondary School Students, Science Instruction
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
Matic, Ljerka Jukic; Karavakou, Myrto; Grizioti, Marianthi – International Journal of Game-Based Learning, 2023
The literature reports that while digital educational games are used in the elementary classroom, they are rarely, if ever, used in the upper secondary mathematics classroom. In order to investigate this situation, a survey was conducted to determine what upper secondary school mathematics teachers think about digital games and what obstacles and…
Descriptors: Game Based Learning, Electronic Learning, Educational Games, Learner Engagement
Ogi Danika Pranata – Pedagogical Research, 2024
Game-based learning has emerged as a promising approach to enhance students' engagement and understanding in educational settings. This study investigates the effectiveness of integrating physics education technology (PhET) simulations as game-based learning tools in teaching physics concepts related tao equilibrium system. A quasi-experimental…
Descriptors: Foreign Countries, Physics, Science Education, Game Based Learning
Maryan Al-Houssein – ProQuest LLC, 2024
This case study investigated middle school students' perceptions of digital game-based learning (DGBL) in the classroom, focusing on engagement, motivation, and academic achievement. Using Piaget's (1962) Constructivist Learning Theory as a framework, the research examined the influence of interactive digital games on students' educational…
Descriptors: Middle School Students, Student Attitudes, Game Based Learning, Video Games
Ana Manzano-Leo´n; Jose´ M. Rodri´guez-Ferrer; Jose´ M. Aguilar-Parra – Journal of Chemical Education, 2023
This study assesses the effects of an educational gamification program on motivation, engagement, and flow for high school students from socially disadvantaged communities. A quantitative comparison was carried out with pretest--post-test measurements with intervention and control groups. A total of 216 students from two high schools in socially…
Descriptors: Game Based Learning, High School Students, Comparative Analysis, Learning Motivation
Kaisar Tursyngozhayev; Nusret Kavak; Nurlan K. Akhmetov – Journal of Chemical Education, 2024
The teaching and learning of chemistry can be challenging due to the complex and abstract nature of the subject matter. Traditional methods of instruction often struggle to engage students and facilitate an understanding of essential chemical concepts. To address this, an innovative card game, "Compound Chain", was developed and…
Descriptors: Chemistry, Science Instruction, Game Based Learning, Games
Perihan Korkut; Sevki Kömür; Ertan Deren; Firat Akdogan – International Journal of Education & the Arts, 2025
This study was conducted in the context of the Tales by Teens project, which uses process drama as a part of its procedure. The study examines one teacher's reflection-in-action during two process dramas, focusing on the complex interplay between pedagogical thinking and student influences. Using a case study research design, it investigates how…
Descriptors: Drama, Teacher Attitudes, Teaching Methods, Reflection
Theodoulou, Jack; Curwood, Jen Scott – English Teaching: Practice and Critique, 2023
Purpose: Videogames are complex, meaningful and multimodal texts. This study aims to explore how students could learn about narratives from, and be engaged by, playing a videogame and how a teacher adapted their pedagogy to incorporate the young adult videogame (YA game) "What Remains of Edith Finch" into an English Language Arts…
Descriptors: Video Games, Learner Engagement, English Instruction, Language Arts
Leitão, Rui; Maguire, Martin; Turner, Sarah; Guimarães, Laura – Education and Information Technologies, 2022
Motivation theory is indispensable when discussing processes of learning. Learners who are motivated can learn almost everything. Students' motivation is probably one of the most important factors for teacher effectiveness both for engagement in the learning process and high academic performance. To have effective environmental education, it is…
Descriptors: Literature Reviews, Game Based Learning, Student Motivation, Environmental Education
Chen, Ching-Huei; Law, Victor; Huang, Kun – Educational Technology Research and Development, 2023
Educational games are becoming increasingly prevalent. Recently, adaptive game-based learning to accommodate diverse learners has received considerable attention. The current study aims to explore the effect of adaptive scaffolding from a multidimensional engagement perspective. A total of 61 students from a Taiwan secondary school studied…
Descriptors: Scaffolding (Teaching Technique), Learner Engagement, Computer Games, Educational Games
Jiawen Liu; Rustam Shadiev; Mei Cao – Education and Information Technologies, 2025
Integrating digital games into learning about digital citizenship has garnered significant attention. While digital game-based learning has the potential to enhance learners' academic performance, engagement, and motivation, these games often focus on specific aspects of digital citizenship education and lack systematic design approaches.…
Descriptors: Computer Games, Educational Games, Game Based Learning, Citizenship Education
Gang Yang; Dan Zheng; Ji-Huan Chen; Qun-Fang Zeng; Yun-Fang Tu; Xiao-Li Zheng – Interactive Learning Environments, 2024
The game-based learning approach to developing students' computational thinking (CT) current has received attention from researchers. However, the compatibility between games and instruction is often insufficient to accommodate the entertaining and educational nature of the curriculum entirely, and the benefits of game-based learning could be…
Descriptors: Role Playing, Educational Games, Mental Computation, Learner Engagement

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