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Triinu Jesmin; Kairi Osula; Katrin Niglas; Tobias Ley – Technology, Knowledge and Learning, 2025
Several positive effects of the use of games in classroom teaching have been reported. However, in order to make game-based learning effective, teachers' current practices, their concerns and support mechanisms need to be better understood. This study collected data through an online survey from almost 1300 Estonian teachers about their game use…
Descriptors: Foreign Countries, Classroom Environment, Game Based Learning, Teaching Methods
Rubén Camacho-Sánchez; Jorge Serna Bardavío; Aaron Rillo-Albert; Pere Lavega-Burgués – Interactive Learning Environments, 2024
This study assessed the effects of an educational intervention grounded in gamified game-based learning on attention, relevance, confidence, satisfaction, intrinsic and extrinsic motivation, as well as academic performance, utilizing the ARCS motivational design model. This study involved 384 undergraduates across three physical activity and sport…
Descriptors: Learning Motivation, Academic Achievement, Gamification, Game Based Learning
Cuervo-Cely, Karen D.; Restrepo-Calle, Felipe; Ramírez-Echeverry, Jhon J. – Journal of Information Technology Education: Research, 2022
Aim/Purpose: The purpose of this research is to examine the effect of computer-assisted gamification on the learning motivation of computer programming students. Background: The teaching-learning of computer programming involves challenges that imply using learning environments in which the student is actively involved. Gamification is an…
Descriptors: Game Based Learning, Student Motivation, Computer Science Education, Programming
Llanos, J.; Ferna´ndez-Marchante, C. M.; Garci´a-Vargas, J. M.; Lacasa, E.; de la Osa, A. R.; Sanchez-Silva, M. L.; De Lucas-Consuegra, A.; Garcia, M. T.; Borreguero, A. M. – Journal of Chemical Education, 2021
Serious game-based learning coupled with just-in-time teaching strategies was applied by offering six different questionnaires to evaluate student knowledge about the safety issues and theoretical concepts and protocols of laboratory exercises. The questionnaires were presented with an appearance similar to that of computer games by means of the…
Descriptors: Game Based Learning, Educational Games, Teaching Methods, Safety Education
Parra-González, María Elena; Segura-Robles, Adrián; Moreno-Guerrero, Antonio José; López-Belmonte, Jesús – Journal of Technology and Science Education, 2022
Nowadays, we talk about the use of gamification in education, an active methodology that consists of the use of mechanics, design or game structures in class. When this type of methodology is used, the effort is rewarded, and it is used as a motivating tool in class. However, there is no valid or well-structured instrument to measure gamification…
Descriptors: Educational Games, Game Based Learning, Test Construction, Test Validity
Adkins-Jablonsky, Sarah J.; Shaffer, Justin F.; Morris, J. Jeffrey; England, Ben; Raut, Samiksha – CBE - Life Sciences Education, 2021
Anxiety can impact overall performance and persistence in college. Student response systems (SRSs), real-time active-learning technologies used to engage students and gauge their understanding, have been shown to elicit anxiety for some students. Kahoot! is an SRS technology that differs from others in that it involves gamification, the use of…
Descriptors: Audience Response Systems, Anxiety, Introductory Courses, Biology
Wan, Kelvin; King, Vivian; Chan, Kevin – Electronic Journal of e-Learning, 2021
Game-Based Learning (GBL) has been recognized as an essential tool for motivating students to engage in active and constructive learning. While there is a link between GBL and learning outcomes, current research evidence tends to undermine the interrelationships of concepts and oversimplify flow experience in the context of GBL. This study adopted…
Descriptors: Metacognition, Game Based Learning, Student Motivation, Correlation
Margolin, Jonathan; Ba, Harouna; Friedman, Lawrence B.; Swanlund, Andrew; Dhillon, Sonica; Liu, Feng – Journal of Research on Technology in Education, 2021
The "Playground Physics" program combines informal, play-based, embodied learning experiences to support middle school students' engagement with and motivation to learn about complex and abstract physics concepts. This experimental design study examines the impact of "Playground Physics" on students' science motivation,…
Descriptors: Program Effectiveness, Playground Activities, Game Based Learning, Informal Education
Research Trends on the Use of Augmented Reality Technology in Teaching English as a Foreign Language
Takkaç Tulgar, Aysegül; Yilmaz, Rabia Meryem; Topu, Fatma Burcu – Participatory Educational Research, 2022
The main aim of this research is to display research trends in studies on augmented reality (AR) in teaching English as a foreign language by using bibliometric mapping and content analysis. For this purpose, 64 studies in total published up to 2019 were accessed for bibliometric analysis. In addition, 49 articles published between 2007 and 2019…
Descriptors: Technology Uses in Education, Computer Simulation, Educational Technology, Second Language Instruction
Ng, Davy Tsz Kit; Chu, Samuel Kai Wah – Online Learning, 2021
In Hong Kong, after-school activities have long been used to foster friendships and to allow students to pursue their interests in an informal setting. This case study reports on a three-phase action research process in which information technology teachers delivered after-school activities focused on artificial intelligence during the COVID-19…
Descriptors: Student Motivation, Student Satisfaction, Secondary School Students, Artificial Intelligence
Hung, Cheng-Yu; Sun, Jerry Chih-Yuan; Liu, Jia-Yin – Interactive Learning Environments, 2019
This study aimed to investigate the effect of flipped classrooms integrated with massive open online courses (MOOCs) and game-based learning on the learning motivation and learning outcomes of students from different backgrounds (in terms of gender, grade, self-confidence indicators in mathematics, and roles played in the game-based learning…
Descriptors: Blended Learning, Online Courses, Game Based Learning, Instructional Effectiveness