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Veldkamp, Alice; Rebecca Niese, Johanna; Heuvelmans, Martijn; Knippels, Marie-Christine P. J.; van Joolingen, Wouter R. – British Journal of Educational Technology, 2022
This study investigates the influence of the educational game design elements "immersion," "collaboration" and "debriefing," on fostering learning with educational escape rooms. We based the design of the escape room on an educational game design framework that aligns the learning goal and the game goal, that is,…
Descriptors: Educational Games, Instructional Design, Learning Processes, Game Based Learning
Hsu, Mei-En; Cheng, Meng-Tzu – British Journal of Educational Technology, 2021
Games have been regarded as a potential vehicle for enhancing student learning. Previous studies mainly focused on learning outcomes; however, the learning processes and dynamic in-game behaviours of students who are immersed in a game context are relatively undiscovered. The purposes of this study were to develop an educational game, "Bio…
Descriptors: Game Based Learning, Middle School Students, Grade 7, Educational Games
Cheng, Meng-Tzu; Huang, Wei-Yu; Hsu, Mei-En – British Journal of Educational Technology, 2020
Game-based learning environments typically elicit a variety of emotions; however, the influence of emotions on game-based learning is basically underemphasized. This study sought to investigate how emotions are related to science learning in a gaming context. "Humunology," an educational game for learning about the human immune system,…
Descriptors: Psychological Patterns, Outcomes of Education, Science Instruction, Game Based Learning
Sailer, Michael; Sailer, Maximilian – British Journal of Educational Technology, 2021
For higher education, the question of how in-class activities can be supported in large lectures is of great relevance. This paper suggests a gamified flipped classroom approach to address this challenge. In an experimental study, N = 205 educational science students performed either gamified in-class activities using a gamified quiz with points…
Descriptors: Higher Education, Game Based Learning, Educational Games, Class Activities
Qiao, Shen; Yeung, Susanna Siu-sze; Shen, Xiaoai; Chu, Samuel Kai Wah – British Journal of Educational Technology, 2022
Purpose: Morphological awareness (MA), the ability to reflect on and manipulate the smallest language units within a word, has been identified as an essential metalinguistic awareness to predict literacy development. In this study, we examine whether an online gamified English MA programme is more effective than physical face-to-face instruction…
Descriptors: Morphology (Languages), Metalinguistics, Literacy, Prediction

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