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Ching-Huei Chen; Kun Huang; Po-Hsien Hu; Hannah Krautinger – Education and Information Technologies, 2025
Although proponents of digital game-based learning (DGBL) argue that educational games engage students and afford better learning outcomes, the impact of specific game elements on computational thinking (CT) outcomes and motivation remains unclear. Research suggests that different game elements in DGBL may elicit varying levels of motivation and…
Descriptors: Rewards, Computer Games, Educational Games, Computation
Abarkan, Ali; BenYakhlef, Majid – Education and Information Technologies, 2022
Learning to code is far from an easy task, it is a promising approach that underscores the use of the video game culture of students to motivate them to invest their time in the practice of programming. The students in this discipline are often discouraged by the amount of information to remember and the complex and constraining syntaxes.…
Descriptors: Programming Languages, Educational Games, Computer Games, Learning Motivation
Jiawen Liu; Rustam Shadiev; Mei Cao – Education and Information Technologies, 2025
Integrating digital games into learning about digital citizenship has garnered significant attention. While digital game-based learning has the potential to enhance learners' academic performance, engagement, and motivation, these games often focus on specific aspects of digital citizenship education and lack systematic design approaches.…
Descriptors: Computer Games, Educational Games, Game Based Learning, Citizenship Education
Ekici, Murat – Education and Information Technologies, 2021
Flipped learning is considered an increasingly common strategy along with some drawbacks. Gamification has the significant potential to deal with the drawbacks. This study presents a systematic literature review on the use of gamification in flipped learning research. To demonstrate its effectiveness clearly, the only empirical research was…
Descriptors: Flipped Classroom, Computer Games, Teaching Methods, Databases
Khamitova, Makpal; Tymbolova, Altynay; Omarbayeva, Gulmira; Zholshayeva, Maira – Education and Information Technologies, 2023
The research aims to prove the effectiveness of introducing linguoculturology, sociolinguistics, ethnolinguistics, pragmastilistics and psycholinguistics using augmented reality tools into the learning process. For this, the method of quasi-experiment was used. The study involved 75 students studying the Kazakh language at the Department of Kazakh…
Descriptors: Psycholinguistics, Sociolinguistics, Foreign Countries, Computer Simulation
Graben, Katharina; Doering, Bettina K.; Barke, Antonia – Education and Information Technologies, 2022
In this study, we investigated whether the use of smartphone games while reading a text reduces learning performance or reading speed. We also examined whether this is affected by push notifications. Ninety-three students were randomly assigned to three learning conditions. In the gaming group (G), participants played a game app for 20 s at 2-min…
Descriptors: Telecommunications, Handheld Devices, Computer Games, Reading Processes
Tsai, Chia-Hui; Cheng, Ching-Hsue; Yeh, Duen-Yian; Lin, Shih-Yun – Education and Information Technologies, 2017
This study applied a quasi-experimental design to investigate the influence and predictive power of learner motivation for achievement, employing a mobile game-based English learning approach. A system called the Happy English Learning System, integrating learning material into a game-based context, was constructed and installed on mobile devices…
Descriptors: Learning Motivation, Case Studies, English (Second Language), Second Language Learning

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