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Ying-Lien Lin; Wei-Tsong Wang; Chih-Chen Kuo; Pi-Hsin Chen – Education and Information Technologies, 2025
This study explores the factors influencing students' online game-based learning (OGBL) performance. At present, motivating students to engage in learning actively represents a significant challenge faced by teachers and other stakeholders. Additionally, the findings of a variety of OGBL studies have been inconsistent or contradictory,…
Descriptors: Formative Evaluation, Incentives, Game Based Learning, Electronic Learning
Mohanarajah, Selvarajah; Sritharan, Thambithurai – Journal of Information Technology Education: Research, 2022
Aim/Purpose: The key objective of this research is to examine whether fix-and-play educational games improve students' performance in learning programming languages. We also quantified the flow experiences of the students and analyzed how the flow contributes to their academic performances. Background: Traditionally, learning the first computer…
Descriptors: Game Based Learning, Educational Games, Programming, Learner Engagement
Jiang, Xina; Harteveld, Casper; Yang, Yuqin; Fung, Anthony; Huang, Xinyuan; Chen, Shihong – Educational Technology Research and Development, 2023
Computational thinking (CT) has become an important skill for the new generation, and CT teaching games have been introduced to lower the barriers that novices face in learning programming. However, despite the prevalence of and demand for these games, little is known about the effectiveness of their design or about the principles that are…
Descriptors: Literature Reviews, Design, Computation, Thinking Skills
Erlina; Dylan P. Williams; Chris Cane; Hairida; Maria Ulfah; Azwa F. Wafiq – Chemistry Education Research and Practice, 2024
The range of abstract concepts encountered when learning chemistry and the inability of students to make connections between the macroscopic, sub-microscopic, and symbolic representations, used in chemistry teaching, are believed to be the main reasons for students' difficulty when learning chemistry. Prediction and determination of molecular…
Descriptors: Foreign Countries, College Freshmen, Chemistry, Science Instruction
Li, Ke; Peterson, Mark; Wan, Jiahui – International Journal of Computer-Assisted Language Learning and Teaching, 2022
Despite the increasing awareness of digital games' potential for language learning, only a handful of studies focus on their integration into classrooms. Informed by bridging activities, this mixed methods case study recruited six students to engage in instructed gameplay in class and game-related activities after class. Both qualitative and…
Descriptors: Video Games, Second Language Learning, Academic Achievement, Learner Engagement
Almusharraf, Norah – Interactive Learning Environments, 2023
This study functioned as a digital literacy technique that aided in raising students' motivation and classroom dynamics in reviewing writing structure, terminologies, and related knowledge. This study investigated the effects of integrating questioning strategies with the game-based student response system (GSRS), Kahoot!, into English literature…
Descriptors: Game Based Learning, English (Second Language), Second Language Learning, Online Courses
Yazicioglu, Selin; Çavus Güngören, Seda – Journal of Inquiry Based Activities, 2021
Game-based learning in science education is an effective method to enhance students' motivation, active participation, and conceptual understanding of the scientific knowledge. This study aimed to encourage teachers to develop and use game-based activities related to the concepts of light and sound and to present students' views about the games…
Descriptors: Game Based Learning, Light, Acoustics, Student Attitudes
Rico Putra Pradana; Ave Adriana Pinem; Putu Wuri Handayani – Journal of Educators Online, 2024
This study uses self-determination theory to examine the effect of gamification on the students' behavioral, emotional, and cognitive engagement in online discussion forums by providing more instructor badges than automatic badges and using a quasi-experimental one-group pretest-posttest design. Behavioral engagement was measured using the number…
Descriptors: Learner Engagement, Game Based Learning, Scoring Rubrics, Comparative Analysis
Kiron, Nafisul; Adaji, Ifeoma; Long, Jeff; Vassileva, Julita – Electronic Journal of e-Learning, 2020
Games are a great source of entertainment and are used by people of all ages; they motivate and engage people and affect their behavior. Therefore, games have been widely studied in many non-game contexts. Education is one of those areas where gamified, and game-based learning strategies have been implemented and explored. To engage and motivate…
Descriptors: Learner Engagement, Games, Peer Teaching, Active Learning
Ayman Alzaid – ProQuest LLC, 2023
As computer games become integral to students' learning experiences, this dissertation investigates the impact of educational game-based learning on mathematical outcomes and attitudes among elementary school students. Employing data science techniques, including statistical approaches and quantitative analysis through data mining of gameplay data…
Descriptors: Computer Games, Outcomes of Education, Game Based Learning, Mathematics Instruction
Plump, Carolyn M.; Meisel, Steven I. – Management Teaching Review, 2020
A constant challenge for faculty is to gain and to hold student interest so that substantive learning can occur. One way to achieve this is through the use of games. This article describes an escape room activity for the classroom that is modeled after commercial escape rooms. This fun, single-session team dynamics exercise can be used in an…
Descriptors: Game Based Learning, Learner Engagement, Retention (Psychology), College Students
Chen, Ching-Huei; Law, Victor; Huang, Kun – Educational Technology Research and Development, 2019
In a game-based learning (GBL) environment for seventh-grade students, this study investigated the impact of competition, engagement in games, and the relationship between the two on students' in-game performance and flow experience, which, in turn, impacted their science learning outcomes. Structural equation modeling was employed to test a…
Descriptors: Learner Engagement, Academic Achievement, Student Motivation, Game Based Learning
Tally, William; Brett, Jessica; Parris, John – Education Development Center, Inc., 2022
Since 2012, the Prudence Foundation has been working to address the gap in financial literacy in developing nations by creating and distributing financial literacy media and curricula targeting 7- to 10-year-olds in Asia and, more recently, Africa. "Cha-Ching!" is a multipronged learning initiative that reaches children, teachers, and…
Descriptors: Financial Literacy, Game Based Learning, Interaction, Video Games
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
Hassan, Muhammad Awais; Habiba, Ume; Majeed, Fiaz; Shoaib, Muhammad – Interactive Learning Environments, 2021
With the removal of the barriers of time and distance, E-learning platforms have attracted millions of learners, but these platforms are experiencing a significant drop-out ratio. One of the primary reasons for this problem is the lack of motivation among the learners because of the similar learning experience provided to them despite their…
Descriptors: Game Based Learning, Electronic Learning, Cooperative Learning, Integrated Learning Systems
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