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Butz, Jennifer V. – ProQuest LLC, 2022
The purpose of this mixed-methods study was to examine the beliefs of physical education teachers regarding the value of exergames and the association between exergames and physical literacy. This study employed a sequential two-phase data collection process. The first phase of this study collected quantitative data through an online survey…
Descriptors: Physical Education Teachers, Teacher Attitudes, Physical Activities, 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
Kari Johnson Cook – ProQuest LLC, 2022
Gamification and game-based learning have been used in the educational setting as an active learning strategy to increase student engagement. This study investigated the extent of the effect of gamification and game-based learning on student engagement of online Allied Health students in the Cultural and Ethical Influences course at Northwestern…
Descriptors: College Students, Gamification, Learner Engagement, Student Attitudes
Marcus Wolfe – ProQuest LLC, 2024
This qualitative study examines how playing levels of a fraction-themed videogame impacts students' thinking. The research question answered is: What do students' gestures reveal about the degree to which their thinking is embodied as they play a videogame that is constructed via a grounded metaphor for mathematical knowledge. Four soon-to-be…
Descriptors: College Bound Students, College Freshmen, Universities, Mathematics Education
Winsor, Rhiannon Brooke – ProQuest LLC, 2022
The purpose of this qualitative descriptive study was to gain an understanding of how attitudes, perceptions, and subjective norms influenced professors' lived experiences of intentions to use digital game-based learning (DGBL) in the Western region of the United States. The theory of reasoned action (TRA) and the technology acceptance model (TAM)…
Descriptors: Intention, Game Based Learning, Video Games, Teacher Attitudes
Jennifer M. Varrichio – ProQuest LLC, 2022
The purpose of this study was to gather expert instructional designers' descriptions of their decision-making processes and procedures while designing and developing formative game-based activities for online courses in workplace environments. The question addressed by the study is "How do instructional designers describe their…
Descriptors: Game Based Learning, Electronic Learning, Workplace Learning, Instructional Design
Anna Boneberg – ProQuest LLC, 2023
Nurse educators are faced with many challenges while preparing students to safely enter clinical practice. Due to technological advances in the health care field and student demographic changes, educators have been looking for alternative methods to traditional lecture format to meet the needs of current learners. Using the framework of Adult…
Descriptors: Nursing Education, Game Based Learning, Program Effectiveness, Undergraduate Students
Ryan L. Schaaf – ProQuest LLC, 2024
This study explored the impact of Digital Game-Based Learning (DGBL) on focus, engagement, and time-on-task learning behaviors among 8- to 10-year-old students. Grounded in Csikszentmihalyi's Theory of Flow, the study utilized a quantitative experimental design to compare DGBL experiences with alternative instructional strategies through learner…
Descriptors: Game Based Learning, Technology Uses in Education, Time on Task, Student Behavior
Elizabeth E. Brittingham – ProQuest LLC, 2022
This study looks at the use of the multimedia learning platform, Quizlet, to help newcomer ESOL students learn English vocabulary. The use of Quizlet to learn vocabulary is supported by Mayer's Cognitive Load Theory. With an influx of ESOL students, and a lack of teacher training, Quizlet may help to create a more equitable solution for newcomer…
Descriptors: Multimedia Materials, Educational Technology, Game Based Learning, English (Second Language)
Malone, Mac – ProQuest LLC, 2023
We analyze the thesis that a fully immersive gamified learning platform benefits students, improving their enjoyment, time management, and performance by engaging them with the subject matter. We assert that an immersive experience centered around a true game produces better results than exercises with just a few gamified elements (e.g., points,…
Descriptors: Game Based Learning, Teaching Methods, Time Management, Learner Engagement
Coleen Briggs – ProQuest LLC, 2021
The popularity of gaming has grown exponentially over the past twenty years, spanning the mediums of video games, simulations, role-playing games, and board games. Previous research into game-based learning and skill development has highlighted the neurological, mental, physical, and emotional benefits of gaming (Bediou et al., 2018; Chohan et…
Descriptors: Gamification, Leadership Training, Industrial Training, Nonprofit Organizations
Domitrovich, Joshua L. – ProQuest LLC, 2022
Higher education practitioners continue to search for ways to increase student engagement with career services offices to improve students' career readiness and employability. The use and effectiveness of gamification to increase student engagement in co-curricular environments is an understudied area of educational research. Therefore, the…
Descriptors: Learner Engagement, Game Based Learning, Student Attitudes, Career Counseling
Lee, Heesuk – ProQuest LLC, 2022
Many organizations are providing employee training to raise security awareness as data breaches increase. Organizational digital transformation has accelerated, especially during the COVID-19 outbreak. It has made the technology industry a prime target for cyberattacks. Although more organizations invest in cybersecurity training, data breaches…
Descriptors: Information Technology, Information Security, Employee Attitudes, Knowledge Level
Keziah J. Tinkle-Williams – ProQuest LLC, 2022
The purpose of this qualitative, descriptive scientific phenomenological study was to explore what it is like for a community college student to experience group dynamics in a team-based gamified learning environment in the Southwestern U.S. Although the student or "player" experience is at the center of a gamified curriculum, it is not…
Descriptors: Game Based Learning, Teamwork, Group Dynamics, Community College Students
Exploring Teachers' Mastery and Use of Minecraft in the Classroom a Survey of the Minecraft Teachers
Hae Ryung Rinpoche Kim – ProQuest LLC, 2024
This study explored the dynamic interplay of social constructivism, game-based learning, and communities of practice in the context of teachers using Minecraft as an educational tool. This study used a teacher survey to collect insights from teachers who use Minecraft and are members of the Minecraft Teachers' Lounge. The research investigated how…
Descriptors: Video Games, Educational Games, Computer Uses in Education, Surveys

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