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Khodabandelou, Rouhollah; Roghanian, Parastoo; Gheysari, Hamed; Amoozegar, Azadeh – Learning Organization, 2023
Purpose: Gamification appears to be one of the most important levers for improving performance and engagement in training programs. Moreover, gamification has been considered as critical to researchers in organizational learning. The main purpose of this study is to provide a general overview of gamification studies in the organizational context.…
Descriptors: Gamification, Organizational Learning, Affordances, Game Based Learning
Jae-woo Kim; Robert Hanneman – Journal of University Teaching and Learning Practice, 2023
Despite an increased number of case studies simulating social problems in the classroom, due attention has been rarely paid to social dilemma games in light of teaching the key concepts of sociology. We propose a paper-and-pencil experiment designed for sizeable students to simultaneously explore various conditions of sustainable cooperation in a…
Descriptors: Teaching Methods, Cooperative Learning, Game Based Learning, Class Activities
Imge Akcakaya Waite; Aysegul Akcay Kavakoglu; Lacramioara Diana Robescu; Diana Mariana Cocarta; Liana Ioana Vuta – International Journal of Sustainability in Higher Education, 2024
Purpose: This study aims to enhance integration of game-based learning (GBL) as a tool for conveying intricate circular economy (CE) concepts effectively into international and interdisciplinary higher education collaborations for the development of sustainable communities. Design/methodology/approach: A series of game-based workshops by the…
Descriptors: Game Based Learning, Educational Cooperation, Interdisciplinary Approach, Foreign Countries
Dikcius, Vytautas; Urbonavicius, Sigitas; Adomaviciute, Karina; Degutis, Mindaugas; Zimaitis, Ignas – Journal of Marketing Education, 2021
Online learning is a powerful option for professional development in various careers, including marketing. However, massive open online courses (MOOCs) tend to face an issue of course dropouts, and this cannot only be attributed to factors like course content or value. Social interactions among students and interest-generating elements of MOOCs…
Descriptors: Distance Education, Marketing, Business Administration Education, Electronic Learning
Allison S. Liu; Kirk Vanacore; Erin Ottmar – Grantee Submission, 2022
Feedback in educational technologies can teach and engage students in math, but questions remain on how to present failure feedback that supports positive learning behaviors. We explore how error- and reward-based feedback influenced students' choices to replay completed problems in "From Here to There!," a math game-based educational…
Descriptors: Educational Technology, Technology Uses in Education, Feedback (Response), Failure
Veryaeva, Kseniya; Solovyeva, Olga – International Journal of Distance Education Technologies, 2021
Gamification becomes an important and widely used instrument in online learning, and it affects users' experience. However, recent research on the interaction between a user and technology, in the online learning platform, tends to study gamification separately. This paper aims to overcome the research gap, exploring the relationships between user…
Descriptors: Game Based Learning, Educational Games, Electronic Learning, Affordances
Alarcón-Espinoza, Marina; Samper, Paula; Anguera, M. Teresa – Journal for the Study of Education and Development, 2023
Focusing on school tasks and regulating emotions are often challenges for students to achieve. The objective of this research is to describe and analyse the behaviours associated with emotional regulation that affect the way students participate in the classroom and contribute to the subject matter. From the mixed methods perspective, an…
Descriptors: Elementary School Students, Grade 5, Grade 6, Grade 3
Kirk Vanacore; Adam Sales; Alison Liu; Erin Ottmar – Society for Research on Educational Effectiveness, 2023
Background: Persisting after experiencing difficulty allows students to work in the upper ends of their zones of proximal development, where most learning occurs (Ventura et al., 2013; Vygotsky & Cole, 1978). Digital educational games promote productive persistence by allowing students to repeat the same or similar problems until they reach…
Descriptors: Academic Persistence, Game Based Learning, Failure, Algebra
Toda, Armando M.; Oliveira, Wilk; Shi, Lei; Bittencourt, Ig Ibert; Isotani, Seiji; Cristea, Alexandra – International Educational Data Mining Society, 2019
Gamification frameworks can aid in gamification planning for education. Most frameworks, however, do not provide ways to select, relate or recommend how to use game elements, to gamify a certain educational task. Instead, most provide a "one-size-fits-all" approach covering all learners, without considering different user…
Descriptors: Gender Differences, Game Based Learning, Preferences, Design
Yeh, Yu-chu; Ting, Yu-Shan – British Journal of Educational Psychology, 2023
Background: Creativity is an important ability for problem-solving in both personal life and academic learning. Few creativity studies have investigated the development of children's creativity in disadvantaged rural areas or compared the rural-urban differences through digital game-based creativity learning. Understanding such differences can…
Descriptors: Elementary School Students, Grade 3, Grade 4, Grade 5
Gündüz, Abdullah Yasin; Akkoyunlu, Buket – SAGE Open, 2020
The success of the flipped learning approach is directly related to the preparation process through the online learning environment. It is clear that the desired level of academic achievement cannot be reached if the students come to class without completing their assignments. In this study, we investigated the effect of the use of gamification in…
Descriptors: Instructional Effectiveness, Game Based Learning, Flipped Classroom, Rewards
Shu, Liuyi; Liu, Min – Journal of Educational Multimedia and Hypermedia, 2019
Game-based learning is getting popular in both K-12 schools and colleges. Research is needed to understand how engagement can influence learning and what specific factors of game-based learning that affect learners. In this study, we reviewed a total of 20 empirical studies from refereed journals that examined student engagement in game-based…
Descriptors: Learner Engagement, Educational Games, Learning Processes, Outcomes of Education

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