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Showing 1 to 15 of 45 results Save | Export
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Jiaopin Ren; Lixian Tian – Education and Information Technologies, 2025
Numerous scholars have empirically explored the impact of gamification on enhancing students' learning, yielding varied findings regarding the effectiveness of gamification, but whether students of different learning styles are all supportive of gamified education and game elements is still an open question. This study examined whether and why…
Descriptors: Cognitive Style, Gamification, Undergraduate Students, Game Based Learning
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Ching-Huei Chen; Victor Law – Educational Technology Research and Development, 2025
This study explores the roles of students' help-seeking profiles when seeking help from AI chatbots, specifically ChatGPT, in a digital game-based learning environment, "Summon of Magicrystal." The study involved 102 middle school students who played an online game with the provision of ChatGPT and sought help from ChatGPT while solving…
Descriptors: Help Seeking, Game Based Learning, Artificial Intelligence, Computer Software
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Wang, Ding-Chau; Huang, Yong-Ming – Educational Technology Research and Development, 2023
Competition in digital game-based learning (DGBL) is tantamount to a double-edged sword, because it not only improves students' learning performance, but may also cause them psychological stress. Therefore, researchers focus on collaboration, for it can mitigate the negative effect of competition. However, studies on the correlations among…
Descriptors: Game Based Learning, Cooperation, Competition, Correlation
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Chen, Hao; Zhang, Yan; Zhang, Song; Lyu, Tu – Education and Information Technologies, 2023
This study examines the effect of a gamified information security education system (ISES) on developing users' information security awareness and protection behavioral intention. We developed a research model based on affordance theory and means-end chain theory. Using a scenario-based experimental survey approach, we obtained 220 valid samples…
Descriptors: Intention, Information Security, Computer Security, Correlation
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Ortiz-Martínez, Esther; Santos-Jaén, Jose Manuel; Marín-Hernández, Salvador – Education and Information Technologies, 2023
New technologies have led to digital educational tools to improve learning. Game-Based Learning makes it possible to test whether there is a positive impact on official grades. We have collected the scores of the Kahoot! games, the marks of the continuous assessment, the final exam, and the final mark of the subject, to create an ad-hoc database.…
Descriptors: Educational Games, Teaching Methods, Accounting, Game Based Learning
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Harun Cigdem; Mustafa Ozturk; Yusuf Karabacak; Nuri Atik; Serkan Gürkan; Mevlana Halit Aldemir – Education and Information Technologies, 2024
Effectively engaging learners in an online learning environment is a crucial component of instructional design that contributes to improving performance. Gamification, a contemporary instructional strategy, seeks to integrate game elements such as leaderboards into non-game contexts with the aim of increasing learner engagement and performance.…
Descriptors: Online Courses, Engineering Education, State Universities, Learner Engagement
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Orly Klein-Latucha; Arnon Hershkovitz – Journal of Learning Analytics, 2024
We report on a large-scale, log-based study of the associations between persistence and success in an online game-based learning environment for elementary school mathematics. While working with applets, learners can rerun a task after completing it or can halt before completing and rerun it again; both of these mechanisms may improve the score.…
Descriptors: Academic Persistence, Game Based Learning, Educational Technology, Mathematics Instruction
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Matthew L. Reid; Joseph M. Niederhauser – American Biology Teacher, 2025
We describe the use of the popular board game "Wingspan" in a first-year seminar course at an undergraduate liberal arts institution. We discuss implementation of the game in the classroom, classroom activities and assessments, and associated field activities. We also share student survey data on effective use of "Wingspan" to…
Descriptors: Biology, Science Instruction, Liberal Arts, Institutional Characteristics
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Fatma Burcu Topu – Journal of Learning and Teaching in Digital Age, 2024
The characteristic differences of participants affect their reactions to various gamification elements. Thus, it is critical to reveal the impact different type of students on gamified interventions, and the relation of personality features and gamified learning process. In this study, it is compered the motivation and perception of participants…
Descriptors: Cognitive Style, Learning Motivation, Game Based Learning, Learning Processes
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Xiaoli Huang; Wei Xu; Ruijia Liu – International Journal of Distance Education Technologies, 2025
This article presents a meta-analysis of the existing literature using Stata 18.0, focusing on the effects of ITSs on learning attitudes, knowledge acquisition, learner motivation, performance, problem-solving skills, test scores, and educational outcomes across different countries and educational levels (k = 30, g = 0.86). The findings suggest…
Descriptors: Intelligent Tutoring Systems, Outcomes of Education, Learning Motivation, Student Attitudes
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Aura, Isabella; Järvelä, Simo; Hassan, Lobna; Hamari, Juho – Journal of Educational Research, 2023
This study examines the effects of a role-play-based pedagogical method in Finland on the twenty-first century skills propensity among 6th graders (12-year-olds). The approach entails a simulation of a society in a gamified learning environment as part of their formal education. Structural Equation Modeling was employed to analyze the students' (N…
Descriptors: Role Playing, 21st Century Skills, Teaching Methods, Grade 6
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Schroer, Joseph E.; Thomas, Robin D. – Mind, Brain, and Education, 2020
This exploratory study investigated behavioral and neural correlates of spatial reasoning in 21 children aged 6-12 years-old during educational video game play. Behavioral measures included child performance in learning the concept during the pretest, practice, and posttest portions of the game. Neural correlates using electroencephalography…
Descriptors: Reflection, Young Children, Educational Games, Video Games
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Daniel J. Mills; Jeremy S. White – Turkish Online Journal of Educational Technology - TOJET, 2024
The researchers examined the relationship between informal digital gameplay and learner profiles in two Japanese private universities. Seventy-eight participants responded to 59 items on a digital questionnaire that consisted of four sections: 1) Learner Profiles, 2) Digital Game Usage, 3) Open-Responses, and 4) Demographics. The results of the…
Descriptors: Influence of Technology, Private Colleges, Foreign Countries, Game Based Learning
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Jaskari, Minna-Maarit; Syrjälä, Henna – Journal of Marketing Education, 2023
In this article, we examine the linkage between students' game-playing motivations and a wide variety of gamification elements within higher marketing education. Using an interpretive and convergent mixed-methods design, we discover four clusters of students that vary in terms of their game-motivational bases and views on gamification elements.…
Descriptors: Marketing, Game Based Learning, Undergraduate Students, Student Attitudes
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Sercemeli, Murat; Baydas Onlu, Ozlem – Education and Information Technologies, 2023
The study aims to examine student emotions and behavior in a Gamified Learning Environment (GLE) in detail. In the study, in order to reveal the behavior (dynamics) and feelings (emotions) that emerge within the framework of the mechanics applied in the GLE process, it is within the scope of the main objectives of the study to determine how…
Descriptors: Accounting, Teaching Methods, Game Based Learning, Outcomes of Education
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