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I-Cheng Lin; Shu-Hsuan Chang; Pin-Chien Liu; Po-Jen Kuo; Kuo Chia Chung – Educational Technology & Society, 2024
Creativity has been proven to be a core competitiveness in the twenty-first century. Although many experimental studies have confirmed that game learning can improve creativity, some studies have contrary results. Currently, there are very few, and primarily incomplete, meta-analyses integrating experimental studies of educational gaming's impact…
Descriptors: Educational Games, Game Based Learning, Gamification, Creativity
Liu, Zhichun; Moon, Jewoong – Educational Technology & Society, 2023
In this study, we have proposed and implemented a sequential data analytics (SDA)-driven methodological framework to design adaptivity for digital game-based learning (DGBL). The goal of this framework is to facilitate children's personalized learning experiences for K-5 computing education. Although DGBL experiences can be beneficial, young…
Descriptors: Learning Analytics, Design, Game Based Learning, Computation
Mehmet Donmez; Kursat Cagiltay – Educational Technology & Society, 2024
This study investigated the design processes for developing eye training materials for children with low vision (CLV) using computer game applications based on eye movement tracking to enhance their vision skills. The primary aim was to create interactive eye training materials tailored to improve CLV's vision abilities. Employing a design-based…
Descriptors: Eye Movements, Visual Impairments, Parent Attitudes, Special Education Teachers
Chen, Si; Zhang, Sujing; Qi, Grace Yue; Yang, Junfeng – Educational Technology & Society, 2020
Game-based learning (GBL) has been widely recognised in research, and evidently benefited for learners. However, what GBL is perceived by teachers and learners has been a concern that might impact on quality of teaching and learning in the GBL environment. Game-based pedagogy meticulously designed from a teacher's perspective was regarded as…
Descriptors: Game Based Learning, Experienced Teachers, Instructional Design, Teacher Education
Huang, Biyun; Hew, Khe Foon – Educational Technology & Society, 2021
A design-based study was conducted in iterative cycles to test the effectiveness of the updated goal-access-feedback-challenge-collaboration (updated-GAFCC) gamification design model. The test-bed was a 10-week undergraduate introductory information management course. Students from three consecutive school years participated in the study, with the…
Descriptors: Computer Games, Feedback (Response), Comparative Analysis, Undergraduate Students

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