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Karakoç, Berna; Eryilmaz, Kevser; Turan Özpolat, Esen; Yildirim, Ibrahim – Technology, Knowledge and Learning, 2022
The purpose of this study was to combine the results of the experimental studies conducted between the years of 2000-2018 examining the effect of game-based learning method on the academic achievement of students through a meta-analysis. In this study addressing the effect of game-based learning method on the academic achievement of students,…
Descriptors: Game Based Learning, Academic Achievement, Instructional Effectiveness, Meta Analysis
Adams, Samantha P.; Du Preez, Ronel – Technology, Knowledge and Learning, 2022
The application of gamification for educational purposes has been widely reported with mixed results. Successful application, in most cases, is subjective and failures or mistakes are often downplayed when in reality, there is much to be learnt from these (failed) attempts. Despite the unique nature of each context and target audience,…
Descriptors: Learner Engagement, Game Based Learning, Learning Activities, Instructional Effectiveness
Triinu Jesmin; Kairi Osula; Katrin Niglas; Tobias Ley – Technology, Knowledge and Learning, 2025
Several positive effects of the use of games in classroom teaching have been reported. However, in order to make game-based learning effective, teachers' current practices, their concerns and support mechanisms need to be better understood. This study collected data through an online survey from almost 1300 Estonian teachers about their game use…
Descriptors: Foreign Countries, Classroom Environment, Game Based Learning, Teaching Methods
Horwitz, Paul; Reichsman, Frieda; Lord, Trudi; Dorsey, Chad; Wiebe, Eric; Lester, James – Technology, Knowledge and Learning, 2023
Studies of educational games often treat them as "black boxes" (Black and Wiliam in Phi Delta Kappan 80: 139-48, 1998; Buckley et al. in Int J LearnTechnol 5:166-190, 2010; Buckley et al. in J Sci Educ Technol 13: 23-41, 2010) and measure their effectiveness by exposing a treatment group of students to the game and comparing their…
Descriptors: Educational Games, Genetics, Middle School Students, High School Students
Fernando Almeida; Zoltan Buzady – Technology, Knowledge and Learning, 2024
This study explores the contribution of serious game teaching technology, such as FLIGBY, to the development of entrepreneurial learning outcomes in the context of an entrepreneurship course in higher education. The sample is composed of 551 students through the construction of a randomized pretest-posttest control group. A quantitative…
Descriptors: Entrepreneurship, Outcomes of Education, Comparative Analysis, Game Based Learning
Squire, Nikki – Technology, Knowledge and Learning, 2023
Digital game-based learning (DGBL) is becoming a prominent innovative approach used in higher education to gamify the learning experience. Research studies using DGBL as a framework for game design has shown promising results in increasing student engagement, motivation, interaction, satisfaction, and most of all, learning outcomes among…
Descriptors: Undergraduate Students, Game Based Learning, Audience Response Systems, Distance Education
Baiden, Patrick; Essel, Harry Barton; Vlachopoulos, Dimitrios; Tachie-Menson, Akosua; Essuman, Michael Ato – Technology, Knowledge and Learning, 2022
The engagement and motivation of students in drawing activities are of great importance to their learning processes. The decline in attendance and difficulties stimulating the drawing skills of students make it crucial to develop novel methodologies that can overcome these difficulties. In visual art education research, utilizing game elements…
Descriptors: Game Based Learning, Family and Consumer Sciences, Student Motivation, Learner Engagement