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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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Djelil, Fahima; Sanchez, Eric – Education and Information Technologies, 2023
Game based-learning have been widely promoted to overcome the difficulties encountered by beginners to learn programming. However, there are many issues to address for the implementation of game-based learning. Indeed, game-based learning is not limited to adding game elements such as rewards to a learning situation, but it rather consists of…
Descriptors: Game Based Learning, Educational Games, Design, Programming
Y. Vijaya Lakshmi; Ishfaq Majid – Online Submission, 2025
Games play a very important role in promoting incidental learning and help in exploring both the conscious and subconscious processes such as insight of a learner. Digital Game-Based Learning and assessments are now an integral part of educational practices. When designed effectively digital games can take the learners from the stage of…
Descriptors: Game Based Learning, Computer Games, Teaching Methods, Thinking Skills
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Dishon, Gideon – Educational Technology Research and Development, 2021
Video games' capacity to facilitate complex and interactive modes of engagement has led to their portrayal as particularly effective means for designing authentic and situated learning environments, which overcome the artificial and abstract nature of conventional teacher-centered schooling. Focusing on the intentional use of progressive-oriented…
Descriptors: Educational Games, Video Games, Design, Learning Processes
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Anisha Gupta; Dan Carpenter; Wookhee Min; Jonathan Rowe; Roger Azevedo; James Lester – International Journal of Artificial Intelligence in Education, 2024
Reflection plays a critical role in learning. Game-based learning environments have significant potential to elicit and support student reflection by prompting learners to think critically about their own learning processes and performance. Stealth assessment models, used for unobtrusively assessing student competencies from evidence of game…
Descriptors: Bias, Reflection, Evaluation Methods, Game Based Learning
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Addison Davis – English in Texas, 2024
As a teacher in the San Antonio Independent School District, Addison Davis encountered a significant challenge--maintaining student engagement during the last periods of the school day. These periods often felt like a battle between his students' growing restlessness and his efforts to keep them focused on the content. Initially, he relied heavily…
Descriptors: Teaching Methods, Preferences, English Instruction, Handwriting
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Adipat, Surattana; Laksana, Kittisak; Busayanon, Kanrawee; Asawasowan, Alongkorn; Adipat, Boonlit – International Journal of Technology in Education, 2021
A new approach to learning in the form of educational games has been adopted in recent years, especially in English language teaching. The educational game learning approach used to teach English to non-native English-speakers who use English as a second or foreign language has recorded great success. This study provides an innovative framework…
Descriptors: Learner Engagement, Learning Processes, Game Based Learning, English (Second Language)
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York, James; Poole, Frederick J.; deHaan, Jonathan W. – Foreign Language Annals, 2021
In this paper, we argue that current research on games in language education, predominantly framed as "digital game-based language learning" (DGBLL), is lacking details regarding the role of teachers, or more precisely, the verbalization of the pedagogical underpinnings, scaffolds, and techniques teachers use to successfully integrate…
Descriptors: Educational Games, Teaching Methods, Game Based Learning, Second Language Learning
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An, Yunjo – International Journal of Technology in Education, 2020
Gamification has been used in a variety of settings, including business, healthcare, and education. Although there are successful gamification examples, many gamification projects fail due to poor design. Despite the importance of thoughtful design of gamification, previous research on gamification in education has not paid sufficient attention to…
Descriptors: Teaching Methods, Instructional Design, Competition, Game Based Learning
Walkington, Candace – Grantee Submission, 2020
This paper responds to a 2016 systematic literature review of the research on learning games by Ke (2016). The review paper unpacked the idea of intrinsic integration in learning games, analyzing important emergent themes. The key ideas and the value of this review are discussed in the context of the recent shift to virtual instruction. The…
Descriptors: Educational Games, Teaching Methods, Educational Technology, Technology Uses in Education
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Rovithis, Emmanouel; Floros, Andreas; Moustakas, Nikos; Vogklis, Konstantinos; Kotsira, Lily – Electronic Journal of e-Learning, 2019
Educational practices are constantly adjusting to technological advances, in order to improve their effectiveness in delivering knowledge and preparing students for the challenges of modern digital society. Electronic games and augmented reality environments are two such media that can shape powerful modes of interactive and immersive experiences.…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Interaction
Matthew E. Jacovina; Erica L. Snow; G. Tanner Jackson; Danielle S. McNamara – Grantee Submission, 2015
To optimize the benefits of game-based practice within Intelligent Tutoring Systems (ITSs), researchers examine how game features influence students' motivation and performance. The current study examined the influence of game features and individual differences (reading ability and learning intentions) on motivation and performance. Participants…
Descriptors: Game Based Learning, Intelligent Tutoring Systems, Learning Motivation, Performance
Elizabeth Losh – MIT Press, 2014
Behind the lectern stands the professor, deploying course management systems, online quizzes, wireless clickers, PowerPoint slides, podcasts, and plagiarism-detection software. In the seats are the students, armed with smartphones, laptops, tablets, music players, and social networking. Although these two forces seem poised to do battle with each…
Descriptors: MOOCs, College Faculty, Learning Management Systems, Educational Technology