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Stamatios Papadakis; Turgut Karakose – Educational Process: International Journal, 2025
Background/Purpose: This study explores the relationship between gamification and student achievement, and provides a brief overview of how gamification can be used more effectively to enhance student learning. The study also addresses the potential opportunities and limitations of using gamification in education. Practical implications: Research…
Descriptors: Gamification, Game Based Learning, Academic Achievement, Educational Environment
Ruben Till Wittrin; Benny Platte; Christian Roschke; Marc Ritter; Maximilian Eibl; Carolin Isabel Steiner; Volker Tolkmitt – IEEE Transactions on Learning Technologies, 2024
Virtual environments open up far-reaching possibilities with respect to knowledge impartation. Nevertheless, they have the potential to negatively influence learning behavior. As a possible positive determinant, especially in the digital context, the moment "game" can be listed. Accordingly, previous studies prove an overall positive…
Descriptors: Game Based Learning, Learning Motivation, Academic Achievement, Electronic Learning
Jiyuan Zeng; Daner Sun; Chee-Kit Looi; Andy Chun Wai Fan – British Journal of Educational Technology, 2024
Gamification, characterized by the integration of game design elements into non-game environments, has gained popularity in classrooms due to its potential for increased engagement and enjoyment compared to traditional lecture-based teaching methods. While students generally exhibit positive attitudes towards gamification, its impact on academic…
Descriptors: Gamification, Educational Games, Academic Achievement, Program Effectiveness
Osman Özdemir – Journal of Computer Assisted Learning, 2025
Background: In recent years, the widespread use of technology in classrooms has encouraged the transition from traditional lecture methods to digital-based learning environments. Technological game-based learning platforms, such as Kahoot!, which are used to encourage students' active participation and interaction in learning environments, are…
Descriptors: Game Based Learning, Video Games, Academic Achievement, Student Motivation
Zhihui Cai; Caiyan Liu; Jieni Zhan; Zhikeng Wang; Xin Hao; Si Zhang; Xinjie Chen – Journal of Computer Assisted Learning, 2025
Background: Attention has been paid to collaboration in digital game-based learning, as it fosters interaction and student engagement, thereby enhancing learning outcomes. Previous findings about the effect of collaboration in digital game-based learning were inconsistent, and few studies have explored the underlying mechanisms, particularly…
Descriptors: Cooperative Learning, Computer Games, Game Based Learning, Learning Experience
Kristina Zhu; Donghyun Kim – International Journal of Education and Development using Information and Communication Technology, 2025
This study examines the relationship between game-based student response systems (GSRS) and college student academic performance. GSRS, such as Kahoot!, are emerging in classrooms as a "fun" way to review course material and test student understanding. Its increasing usage begs the question of its effectiveness for students. Therefore,…
Descriptors: Game Based Learning, Academic Achievement, Audience Response Systems, College Students
Ibrahim Abba Mohammed; Oluwole Caleb Falode; Ibrahim Ismaila Kuta; Ahmed Bello – Education and Information Technologies, 2024
The COVID-19 pandemic kick-started a new paradigm shift in the way and manner teaching and learning takes place on the global scale due to the lockdown that succeeded in shutting down school activities. As a result, most institutions turned to technology supported e-learning as against the traditional face-to-face teaching and learning in order to…
Descriptors: Game Based Learning, Educational Technology, Academic Achievement, Achievement Tests
Sijia Shen; Rossarin Jermtaisong; Pornpirom Lhongsap – Turkish Online Journal of Educational Technology - TOJET, 2024
Game-based learning incorporates game elements into instruction, enhancing its appeal and interactivity. This approach increased students' interest in learning, facilitated more efficient completion of classroom content, and ultimately improved academic performance. The purposes of this study were to: 1) compare Chinese learning achievement before…
Descriptors: Game Based Learning, Academic Achievement, Grade 5, Elementary School Students
Zehui Zhan; Yao Tong; Xixin Lan; Baichang Zhong – Interactive Learning Environments, 2024
In recent years, Game-Based Learning (GBL) has been widely adopted in various educational settings. This paper aims to review empirical studies that adopt GBL in the field of AI education and explore its future research perspectives. After a systematic keyword search in the online database and a snowballing approach, a total of 125 empirical…
Descriptors: Game Based Learning, Robotics, Teaching Methods, Artificial Intelligence
Duygu Gur; Yalin Kilic Turel – Turkish Online Journal of Distance Education, 2025
Different variables such as motivation, achievement, and engagement have been investigated in studies on gamification in the field of educational technologies. However, the obtained results differ, which emphasizes the need for studies based on concrete findings related to current trends and needs. In this study, we aim to reveal current research…
Descriptors: Educational Research, Gamification, Learner Engagement, Student Motivation
Lin Zhong – Interactive Learning Environments, 2024
Being efficient learners is important in the modern workforce, but improved performance and cognitive load do not imply that students are efficient learners. This study investigated the effectiveness of a personalized role-playing game in students' learning efficiency (LE) and mental efficiency. Results showed that students in the personalized…
Descriptors: Role Playing, Game Based Learning, Program Effectiveness, Learning Processes
Yasemin Kahyaoglu Erdogmus; Adile Askim Kurt – Education and Information Technologies, 2024
This study investigated pedagogical agent (with/without) and feedback (explanatory/confirmatory) types on achievement, flow experience, and cognitive load in a digital game-based learning environment. We developed a game about spreadsheets and prepared four versions of the game in the context of pedagogical agent and feedback types. Through the…
Descriptors: Cognitive Processes, Difficulty Level, Skill Development, Game Based Learning
Ching-Yi Chang; Hsiu-Ju Jen; Jie Chi Yang – Interactive Learning Environments, 2024
Nursing students participating in labor support training need to learn core clinical skills to assess the delivery process to reduce the risk and labor pain of pregnant women. We proposed an approach to integrate scenario game-based learning with the experiential learning strategy to facilitate nursing students' learning performance and six core…
Descriptors: Vignettes, Game Based Learning, Experiential Learning, Learning Strategies
Maryan Al-Houssein – ProQuest LLC, 2024
This case study investigated middle school students' perceptions of digital game-based learning (DGBL) in the classroom, focusing on engagement, motivation, and academic achievement. Using Piaget's (1962) Constructivist Learning Theory as a framework, the research examined the influence of interactive digital games on students' educational…
Descriptors: Middle School Students, Student Attitudes, Game Based Learning, Video Games
Jewoong Moon; Fengfeng Ke; Zlatko Sokolikj – Technology, Knowledge and Learning, 2025
In this exploratory study, we designed and validated game-based performance tasks to assess the development of representational flexibility in autistic adolescents through virtual reality (VR)-based training. Representational flexibility, a critical cognitive ability, involves attention switching, generating representations, and recognizing…
Descriptors: Game Based Learning, Educational Games, Performance, Task Analysis

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