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Liu, Yi-Chun; Wang, Wei-Tsong; Huang, Wen-Hsin – Education and Information Technologies, 2023
Prior research has demonstrated the advantages of applying mobile game-based learning (MGBL) applications to supporting students' learning. However, studies that specifically examine the effects of game quality and different types of cognitive loads on learning effectiveness in MGBL contexts are scarce. Therefore, this study aims to address this…
Descriptors: Video Games, Cognitive Processes, Difficulty Level, Academic Achievement
HajiMoradkhani, Hadise; Mashayekh, Shahnaz; Khodabandelou, Rouhollah – International Journal of Game-Based Learning, 2023
This study aimed to develop and evaluate a digital instructional game application for learning the basic concepts of the accounting principles in an introductory accounting course. The game was designed using the Unity engine and Griss instructional design model. Based on the model, game characteristics were embedded in educational content. The…
Descriptors: Video Games, Game Based Learning, Introductory Courses, Accounting
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
Edith Debrenti – International Journal of Mathematical Education in Science and Technology, 2025
Judit Polgár is a Hungarian international grandmaster, eight-time Open Chess Olympian, two-time Women's Olympic Chess Champion, the greatest female chess player in the history of chess, ranked 8th in the world in absolute rankings. With the help of teachers and experts, she developed an unique teaching method for preschool and school children. In…
Descriptors: Elementary School Students, Skill Development, Critical Thinking, Communication Skills
Abdul Ghani, Azril Shahreez; Abdul Rahim, Ahmad Fuad; Yusoff, Muhamad Saiful Bahri; Hadie, Siti Nurma Hanim – Research and Practice in Technology Enhanced Learning, 2022
The application of gamified elements to PBL to promote student engagement has not been systematically described. Hence, we conducted a review based on Arksey and O'Malley's five-stage scoping review framework, involving research question identification, relevant study identification, study selection, data charting, and result collating and…
Descriptors: Problem Based Learning, Educational Environment, Game Based Learning, Literature Reviews
Slater, Carleigh – International Journal of the Whole Child, 2022
The role of school has drastically changed over the past several decades. Standards and added subjects lead to a challenging and narrow view of education. The consequences of added pressure undermine the role of play throughout K-12 school systems. Research studies continue to describe play as vital for the success of children's development and…
Descriptors: Elementary Secondary Education, Play, Child Development, Academic Achievement
Jankovic, Aleksandar; Lambic, Dragan – Journal of Baltic Science Education, 2022
The application of student response systems could have a lesser effect on the science education of younger students compared to the effects achieved with older students in language and social science courses. The aim of this research was to determine the effect of the application of Kahoot and Quizizz on the academic achievement of third grade…
Descriptors: Game Based Learning, Tests, Academic Achievement, Grade 3
Cockrell, Susan R.; Harrison, Brandon M. Di Paolo; Davidson, Lesley; Brown, Pennye; Thayer, Jennifer; Meyer, Pamela Sharp – Journal of Instructional Pedagogies, 2022
This paper examines the use of Monopoly® accompanied by Microsoft Excel to assess whether an active learning activity has an impact on the DFW rates in an introductory financial accounting course. (The DFW rate is the percentage of students who earn a grade of D or F or withdraw (W) from the course.) A zero credit hour Monopoly® Lab (which…
Descriptors: Introductory Courses, Accounting, Game Based Learning, Computer Software
The Effect of Digital Game-Based Learning on Secondary Level Students' Learning of Internet Literacy
Tüzün, Hakan; Sert, Sedef; Demir, Ömer – Education and Information Technologies, 2023
Since the effectiveness of pedagogies relies heavily on the context they are practiced, scholars strive to revalidate them with different participants representing different disciplines, age, cultures and so on. In this regard, this piece of work was undertaken so as to reveal the impact of a digital game-based learning environment on the…
Descriptors: Game Based Learning, Electronic Learning, Secondary School Students, Internet
Krishna Mohan Surapaneni – Advances in Physiology Education, 2024
Diving into the realm of game-based learning, the "CARBGAME" (CARd & Board GAmes in Medical Education) is an innovative series of games that reimagines the way medical students learn complex but essential chapters. In the pilot study, there was a highly significant improvement in the academic performance of students in the chapter…
Descriptors: Gamification, Medical Education, Active Learning, Biochemistry
Ibrahim Dahlstrom-Hakki; Elizabeth Rowe; Jodi Asbell-Clarke; Mia Almeda – Computer-Based Learning in Context, 2024
With the prominence of assessments in education, there is an increasing need to create new forms of assessment that more accurately reflect the needs of the entire student population, particularly neurodivergent learners. To address this challenge, this paper explores the potential for using eye tracking data in a game-based learning environment…
Descriptors: College Students, Eye Movements, Physics, Science Instruction

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