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Winsor, Rhiannon Brooke – ProQuest LLC, 2022
The purpose of this qualitative descriptive study was to gain an understanding of how attitudes, perceptions, and subjective norms influenced professors' lived experiences of intentions to use digital game-based learning (DGBL) in the Western region of the United States. The theory of reasoned action (TRA) and the technology acceptance model (TAM)…
Descriptors: Intention, Game Based Learning, Video Games, Teacher Attitudes
Goehlert, Timothy T. – ProQuest LLC, 2022
When both students and teachers are disengaged, there is an impact at the class level and on the larger educational community. Thus, examining experiential methods that spark professor interest and passion as well as engage students is beneficial for faculty development, student learning, and institutional improvement. This thematic analysis…
Descriptors: Game Based Learning, College Faculty, Teacher Attitudes, Best Practices
Alsawaier, Raed S. – ProQuest LLC, 2018
The purpose of this mixed-method study was to explore the effects of the use of gamification on students' motivation and engagement in the college environment. The study drew from three theoretical principles: Self-determination theory, new literacy studies, and behaviorism. The study was conducted at Washington State University on two English…
Descriptors: Game Based Learning, Learner Engagement, Instructional Effectiveness, College Students

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